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Head pose, in DX and Unity API

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Hi, I just installed VS2017 UWP, and created an example using the Holograhic DX11 template. I am trying to understand the generated code. I would appreciate if you could correct my misunderstanding.

Based on my experience with ARKit and ARCore, I was expecting some kind of a frame update() callback, with the timestamp, frame, and camera parameters. But in the generated Update() method, the closest thing I can find is "prediction.Timestamp.TargetTime" which is not the same as the current time. I supposed I can subtract "prediction.Timestamp.PredictionAmount" from it, but I feel like there is a more straight forward path.

Similarly, I was expecting the camera pose, but the prediction's CameraPoses is a list. I am not sure how many cameras I should expect. If I just want to use this for tracking the head pose in world coordinate frame (let's say sitting), should I just use the 1st camera in the list, assuming that it the L camera? When I look at the Unity approach, I am tempted to just consider the "MainCamera" to be the head, and use its pose. But this would be ignoring the subtlety of the multi-camera on the HoloLens (which I am planning to target). For just getting started and understanding head tracking offered by Windows, I would rather stay away from Unity (with its LH frame).

Thanks for reading


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