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Oculus & Vuforia

November 14, 2013 - 6:38am #1

Hi, ive been working on something which involves using the Oculus rift and vuforia. let me explain...

The overall objective is a pretty simple concept, I would like to be able to render the image from the webcam into the oculus rift and be able to detect multi image targets displaying 3d models. I have the camera feed going to the rift  and its working fine but the 3d model is not being drawn to the correct perspective and it seems to be outside of the oculus vison circles.  

 

i have attached few images which i hope will make it a bit more clear. 

 

Any suggestions or help would be great!

 

Thanks!

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Image icon Capture.PNG468.71 KB
Image icon Capture2.PNG541.35 KB
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Oculus & Vuforia

November 17, 2014 - 7:38am #17
I'd like open our project for binocularAR.
 
Here, you can download the unity package running on Unity 4.5 and Vuforia 3.0.9.
 
 
 
 
C. Park 

Oculus & Vuforia

June 18, 2014 - 9:26pm #16

Have you try it with Bluestack (http://www.bluestacks.com/), this is emulator can play Android OS on your Windows/Mac. You can just build your app for Android, and play it with Bluestack. But, actually I'm not a programmer, so I have problem to connect Bluestack with webcam. Hope this information can help you guys. And if you don't mind, you can share how to connect the camera input.

Thank You.

Oculus & Vuforia

April 8, 2014 - 7:06pm #15

It's been a few days any word/progress on the build issue with Oculus and QCAR? 

Editor works fine, just need ability to build windows or web format with oculus and qcar in the build.

I made some significant progress, I have Vuforia, Oculus and Leap Motion all working in various scenes, the effect is very cool to be able to reach out and move around objects that are attached to targets. 

I tinkered with a few different camera setups, started with one camera and an unsplit image, then made a rig with 2, then decided my 2 camera rig sucked because the cameras were different and rubberbands don't make for reliable convergence, so I went back to one camera for now and used the stereoscopy hack to emulate the binocular vision, the effect works very well, but there are some framerate issues (down to 10-15 frames with the AR piping through the tuscany scene). There's a Japanese group that has a 2 camera rig they claim runs 60 frames, so I'll look into some optimizations there. 

Attached a couple shots of some AR UI stuff I'm putting together with these rigs, but need to be able to build to really test them effectively, play mode is not adequate, nor portable, any help on the conflict with QCAR and OVR (oculus) is appreciated. I've downloaded a few other AR toolkits to see if I can publish with any of them (metaio, daram, wikitude, artoolkit), I'll post updates as I get them, but really just need a build fix from either oculus or vuforia. 

UPDATE: Somehow I've been using Vuforia for 2 years and never realized it doesn't build windows or webplayer standlaones. It never supported them, I guess I've been making android builds and never cared about windows. The problem now is that Oculus and Leap motion are PC only, so to make AR apps with them you need to build exes or webplayer versions. So I appended the wishlist, and am hopeful...

2nd UPDATE: I finally caved and tinkered in another toolkit, and managed to build a rig that works with the Oculus and you can recognizre targets (they call them "Trackers") . The toolkits got some really nice features, most of which has ported to their Unity Plugin, some is still sidelined for Java/C# eclipsing (things like Stereoscopic native would have been helpful). It is not quite a friendly as Vuforia (props) and maybe I'm not saavy with how to adjust the tracking parameters, but right out of the box it doesn't track as well as Vuforia (more props). Also it requires that you force Unity and into Open GL rendering, because it does not support Direct X. However it DOES publish to Windows(which you also need to force into OpenGL), check the screenshot below of a built executable with AR! Next step is hooking up the leap motion and porting some of my prototypes over.  

Oculus & Vuforia

April 3, 2014 - 7:27am #14

Hi David, 

I've been banging my head against this one too. Having it work in the editor is not a problem. I think as you mention, running 2 cameras and adding some image correction on them to emulate the Oculus lenses would yield the proper look and offsets. I've had successful target recognition also, but wondering if the distortion on the webcams will inhibit target detection... I've got it working as well as this guy (https://www.youtube.com/watch?v=5KyCsLUXFDY),  but as this thread mentions there is an issue with built versions of it.(crashes while trying to load up, win and web versions of it. I managed to get some output from the crash in a web player version. Attached dump files here if it helps you track down the problem. Maybe some sort of access violation (fight between QCAR and OVR dlls).

I haven't seen any updates to this on either oculus or vuforia  forums, so please let me know, thanks in advance (and for all of your other helpful feedback on the forums) 

 

 

 

Oculus & Vuforia

January 24, 2014 - 11:24am #13

I expect that they're running from Play Mode. Can you post a screen grab of your hierarchy to show borealis how to set up the scene correctly?

@borealis it appears that your scene is compiling, you're just getting a lot of warnings on deprecated methods. 

Oculus & Vuforia

January 24, 2014 - 8:53am #12

I was messing around with the oculus and vuforia and it tracks fine, displays the augmented content, but it's just kinda weird using 1 webcam as input. 

 

Are you guys using 2 cameras mounted next to each other for the video background or 1 webcam? With one I simply added the backgroundcam prefab to the scene and changed the camera to display on the right half of the screen, then when you play the scene it instantiates another background camera that fills the left side of the screen. 

 

I did the multi target scene and could watch the bowl move around me, but the background was a little off. 

 

I didn't think vuforia worked with anything but android/ios, so how are you guys using your oculus, with a windows build? Then how do you use vuforia with windows? I just was doing it in the editor...

Oculus & Vuforia

January 24, 2014 - 8:49am #11

David, Thank you for reply.

I uploaded the warning messages

I saw the messages for Oculus projects alone & merge the two.

but Run works well at Oculus projects alone.

the case of merge the two happened below situation.

>when I build & run, the process goes configuration screen.
>it looks like good.
>but, if 'Play!'button is pushed, loading screen disappear within 2,3 seconds.

 

Also I uploaded screen grabs . 

I think ARCamera's Inspector setting is bad.

but i didn't approach collect setting.

If I got any advice, will be fine!

 

AttachmentSize
Plain text icon consolelog.txt26.45 KB
Image icon ARcamera1.png274.23 KB
Image icon ARcamera2.png292.53 KB
Image icon ImageTarget.png265 KB
Image icon OVRCameraController.png248.89 KB
Image icon CameraLeft.png260.03 KB
Image icon CameraRight.png263.22 KB
Image icon PSEyeCreateBackground.png245.72 KB

Oculus & Vuforia

January 23, 2014 - 12:25pm #10

What is the exact warning message that you are getting?

Do you see this message for Vuforia projects alone or Oculus projects alone - does it only occur when you merge the two?

Also a screen grab of your Editor environment showing the Hierarchy will be helpful.

Oculus & Vuforia

January 23, 2014 - 5:53am #9
when I build & run, the process goes configuration screen.
it looks like good.
but, if 'Play!'button is pushed, loading screen disappear within 2,3 seconds.
 
then, console window shows 0 Test, 198 Warning, but 0 error.
198 Warnings are almost "obsolete message".
So, I can't find out the reason.
If you have any idea, please help me.
 
--------my develop environment------------------------------------
 
OS:        windows8
webcamera: two Playstation Eyes
display:   oculus
Platform:  unity4.3
SDK:  vuforia
             - vuforia-unity-android-ios-2-6-7.unitypackage
           PSEyeCreateBackground(for PlayStation Eye)
             - CL-Eye-Driver-5.3.0.0341.exe
             - CL-Eye-Platform-SDK-1.6.4.0028.exe
           OVRCameraController(for Oculus)
             - OculusCamV1.zip

Oculus & Vuforia

December 8, 2013 - 8:45pm #8

I've read a few threads on the subject but there doesn't appear to be any solution yet. If anyone knows of one can you please share.

Thanks

Oculus & Vuforia

November 22, 2013 - 9:01am #7

One other point, you'll notice that registration of the cube is correct when you remove the Oculus viewport warping. I assume that this is being applied to the camera view after it's received from the webcam. To correct for this, you'll need to warp the projection of the augmentation onto the background for that 'lense'. 

Oculus & Vuforia

November 21, 2013 - 8:53am #6

See: https://developer.vuforia.com/forum/unity-3-extension-technical-discussion/working-2-cameras

Also check out this forum - http://www.mtbs3d.com/phpbb/viewforum.php?f=137&sid=f77b1f8d786b76b171b008bb9a944626

It looks like you're running into a basic calibration issue w/ the augmentation registration relative to the Oculus viewports. 

Oculus & Vuforia

November 21, 2013 - 5:55am #5

 

Hi David, thank you for replying. I dont quite understand what you mean by your first statement but heres a video which i think will clear it up. 

https://www.dropbox.com/s/wu0s9onqmaqixv4/Demo.avi

You mentioned that you are aware other developers have sucesfully accomplished this, I was wondering if you knew any more detiails around this such as articles surrounding this or even some means of getting  in contact with them :) . 

Thanks for your help so far :)

 

DavidBeard wrote:

The Oculus team is aware of Vuforia and may be able to help you as well.

Also Stephen, how does the augmentation move relative to the targets? - this can give you an idea of the nature of the perpective error. For example, is it always reflected relative to the target, or does the registration of the augmentation to the target change w/ the distance to the target. 

Developers have successfully adapted Vuforia to HMDs by modifying the Background Texture sample, to use two offset Unity cams in Vuforia's Play Mode in Unity.

Oculus & Vuforia

November 20, 2013 - 8:42am #4

The Oculus team is aware of Vuforia and may be able to help you as well.

Also Stephen, how does the augmentation move relative to the targets? - this can give you an idea of the nature of the perpective error. For example, is it always reflected relative to the target, or does the registration of the augmentation to the target change w/ the distance to the target. 

Developers have successfully adapted Vuforia to HMDs by modifying the Background Texture sample, to use two offset Unity cams in Vuforia's Play Mode in Unity.

Oculus & Vuforia

November 20, 2013 - 2:14am #3

Hi all,

 

It is pretty interesting, I have just got my hands on an a Rift so  I will report back on how it goes.

 

please let us know the results Stephenb!

Oculus & Vuforia

November 14, 2013 - 8:13am #2

What camera source are you using?

You may be able to correct for this by rendering the camera image to a background texture and warping that to correct for the distortion - see our Background Texture Access sample.

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