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Has anyone tried Vuforia tracking for VR 6 DOF?

Has anyone tried Vuforia tracking for VR 6 DOF?

by jacknorrisuk on Sep 11th, 2014 13:05 PM

I've seen a couple of demos around here that have implemented Vuforia tracking for an AR experience. However, I was wondering if anyone has tried using the camera tracking information purely to get positional tracking into a completely virtual environment?
(ie, the viewer doesn't actually see anything from the camera feed, it just internally uses the tracker for positioning)...

Surely there's no reason why this wouldn't be possible, seeing as the only real difference between AR and VR 3d models is their size on your screen. But it might be a challenge to combine the sensor information with the tracker.
Imagine simply having a tracking symbol on your computer screen, and building a spaceship cockpit environment that you can look - and lean - around.

Although I expect it would carry some lag....thoughts?

jacknorrisuk

Posts: 17

Joined: 05.09.2014


Re: Has anyone tried Vuforia tracking for VR 6 DOF?

by jacknorrisuk on Sep 24th, 2014 17:27 PM

This has become slightly more relevant with the unveiling of yet another virtual reality Kickstarter - Another similar in concept to Durovis, Cardboard, VRase etc - but specifically for iPhones and iPads.
https://www.kickstarter.com/projects/768618350/airvr-virtual-reality-for-ios

Specifically, they mention that they have developed a form of positional tracking that I suggested...

We looked at the challenge of positional tracking from a different point of view, literally. By using the front-facing camera in conjunction with printable AR markers, we can move freely in a virtual environment using accurate head tracking without the need for an external camera or additional hardware. This gives AirVR high quality positional tracking capable of accurately locating a user’s position and orientation within a space, while remaining mobile and low cost. And by using the camera feed, users can also see what’s in front of them, opening the door for high fidelity AR applications. This level of accuracy and integration is vital for making the most immersive VR experiences possible.



Not sure how this has been done, but I'm sure some of you guys can figure it out...

jacknorrisuk

Posts: 17

Joined: 05.09.2014