How To See Live Camera In Room View Vive
Experimenting with HTC Vive camera tracking using Unreal scene
Author: Aximmetry
Note that this documentation only presents a helper compound that enables performing your own experiments with HTC Vive. Aximmetry does non officially support using HTC Vive as a camera tracking system. We strive to create the means for your experiments in Aximmetry, only we cannot provide any support for these and we cannot guarantee whatever result.
Also note that this environment only provides a basic image composition method, where the camera image is simply overlayed onto the virtual background. No talent roofing, reflections and shadows tin exist achieved, these features volition only be available in the futurity releases of the Aximmetry DE editions.
This documentation assumes that you are already familiar with how to add and handle Unreal scene to your Aximmetry compound. If not delight see these: Getting started with The Unreal Engine based DE edition and How to install and work with the Unreal Engine base DE edition.
Tracking-specific control board
You can find a compound supporting camera tracking with Unreal at[Common_Studio]:Compounds\TrackedCam_Unreal\ TrackedCam_Unreal_Prev_3-Cam.xcomp
Drag and driblet this compound into your scene (instead of the VirtualCam one presented by the previous documentation. Yous won't need that.)
Connect the Camera pins:
Wire back Unreal output toRendered:
ExposePreview andOut.
You'll see the Unreal scene with the photographic camera beingness in the origin.
Setting up camera input and keying
Use theINPUT andKEYER panels for this. It works exactly the same way as you practise with VirtualCam, please see the relevant documentation.
Every bit you may find the Ingather panel is missing. The reason is that with a moving camera you cannot use static cropping. Instead, a 3D studio mask is provided, see below.
Adding HTC Vive tracking
Switch toStudio manner in order to easily see any photographic camera movements.
On theINPUT panel discover theTracking Device property and select the tracker mounted on your photographic camera:
At this points, you already have some tracking. If you lot move your Vive tracker the virtual camera volition movement co-ordinate to it.
Adjusting the tracking filibuster
Place a talent or whatever object into the green.
On theINPUT panel adjustTracking Delay while you lot move your camera dorsum and forth. It'southward expressed inframes. The value is correct if the starting and stopping of the motion of the real object and the virtual pattern happens at the same fourth dimension on the screen.
Calibrating the tracker position
Please brand certain that your Vive system is properly calibrated so that the origin is on the floor.
At this indicate, you must have mounted your Vive tracker onto your photographic camera. Since the position and most probable the verbal orientation of the tracker differ from the position and orientation of the actual camera sensor, you lot need to do some adjustments. Select the ORIGIN panel.
AdjustDelta Head Transf according to the position and rotation of the tracker relative to the camera sensor. The rotation is the most sensitive parameter, try to be as precise as you can. This is the hardest office of the process.
Calibrating the camera zoom
Since in this surround yous cannot provide zoom encoder information, you'll take to employ a stock-still photographic camera zoom of your choice. When you've set information technology up you lot accept to synchronize the virtual camera zoom to it.
Switch to Studio mode, because watching the virtual patterns and/or markers is the easiest way to do this.
Y'all tin use either a talent or any object placed into the greenish.
Select theINPUT panel, and turn on Manual Lens.
Y'all have to adjustTransmission Zoom, while you lot rotate your photographic camera from left to correct back and forth.
When you experience the least gliding between the existent object and the virtual blueprint, that will be the right value.
Note that this is a rudimentary method, and also it does not take lens distortion into account, but in this experimental surroundings it might be plenty.
Studio setup
If you merely have a limited size green you need 3D masks that move and rotate with the camera to always ensure the cropping of the out-of-green parts of your studio.
Switch toStudio style.
In this fashion, y'all'll see a box-shaped schematic studio model overlayed on the camera input paradigm. You can use the backdrop of the STUDIO panel to mark the green and non-green areas of your physical studio on this schematic model.
ViaBase Cam Transform you tin align the orientation of your physical room to the walls of the schematic model.
By adjustingFront Wall,Left Walletc. you can set a size for the model to judge the walls of your studio.
With theGreen * backdrop you lot can approximate the light-green surface on the front and side walls and on the floor. The numbers represents the altitude of the edges of the green from the corners.
You practise not have to be absolute precise to the millimeters. The indicate is that wherever you motility or rotate the camera the dark-green surface of the model always remain in the boundaries of the real green screen.
The issue should look something like this:
As you can see you lot tin likewise use ii virtual markes to mark certain features of the concrete room, thus you lot can check the quality of the tracking more precisely. Besides you tin fix the opacity of the schematic model.
Aligning the virtual set
Having set upwardly the studio mask you can switch toFinal mode to accommodate the final composite image.
On theSCENE panel y'all can align the orientation of virtual set and the talent using the Base Cam Transf property.
Important: do non confuse this property with the ane on theSTUDIO panel with the aforementioned name. The latter aligns the schematic studio model with the studio room, while this one places the talent inside the virtual set.
Source: https://aximmetry.com/learn/tutorials/for-aximmetry-de-users/experimenting-with-htc-vive-camera-tracking-using-unreal-scene/
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