연구실에서 Quest 구매를 하기 위해 알아봤던 정보를 워드에 정리해두었었다.
이미 구매했기 때문에 워드 파일을 삭제해버릴까 했는데,,, 시간 들여 찾아봤던 정보를 삭제하자니 아쉬워서 티스토리에라도 남겨두려고 한다. ㅎㅎㅎ
https://developer.oculus.com/documentation/unity/unity-handtracking/?device=QUEST
Hand tracking is presented as a developer preview feature in this release.
Enabling support for Hand tracking grants your app access to certain user data, such as the user’s estimated hand size and hand pose data.
Using simple hand gestures such as pinch, unpinch, and pinch and hold, you can integrate hands to perform interactions such as select, click, scroll, drag and drop, return, or exit.
We support the use of hand tracking on PC through the Unity Editor, when using Oculus Quest + Oculus Link. This functionality is only supported in the Unity Editor to help improve iteration time for Oculus Quest developers.
Understanding Hand Tracking Limitations
Hand tracking for Oculus Quest is currently an experimental feature with some limitations. While these limitations may be reduced or even eliminated over time, they are currently part of the expected behavior. For more specific issues, go to the Troubleshooting section.
Occlusion
Tracking may be lost or hand confidence may become low when one hand occludes another. In general, an app should respond to this by fading the hands away.
Noise
Hand tracking can exhibit some noise. It may be affected by lighting and environmental conditions. You should take these conditions into consideration when developing algorithms for gesture detection.
Controllers + Hands
Controllers and hands are not currently tracked at the same time. Apps should support either hands or controllers, but not both at the same time.
Lighting
Hand tracking has different lighting requirements than inside-out (head) tracking. In some situations, this could result in functional differences between head tracking and hand tracking, where one may work while the other has stopped functioning.
https://blog.naver.com/roadaily/221950376624
Facebook에서 quest 후속제품으로 다수 모델을 개발 중이라고 한다. 가볍고 크기 작아지고, FPS 높아질 예정이다.
Oculus quest는 2018년 8월에 공개된 미드레인지 헤드셋으로, 와이어 연결이 필요 없는 stand-alone 제품이다.
가격은 399달러이고 수개월째 재고 부족 상황. --> 우리연구실에서도 받는데 한두달 걸렸다ㅠㅠ
https://www.oculus.com/quest/?locale=en_US
Built-in sensors translate your movements into VR and provide room-scale tracking.
To celebrate the anniversaries of both Quest and Rift S, the Oculus Store will offer special sales for each platform starting on May 21, hopefully with discounts capable of creating even larger uptake for both VR titles and their developers.
https://developer.oculus.com/design/hands-design-bp/
The sensors have a limited tracking volume. the hand-tracking volume is larger than the display field of view — so hands may be tracked even when the user can’t see them.
https://uploadvr.com/oculus-quest-finger-hand-tracking/
트래킹은 센서로 하는 게 아니라 딥러닝 모델 이용한 것이다!
핸드 트래킹은 few first-party application에서만 돌아간다 (SDK access를 확인해야 할 듯 하다)
https://skarredghost.com/2019/12/17/oculus-quest-hands-tracking-review/
당연하겠지만 트래킹이 잘된다고 한다. 그런데 이상하게도 측정된 퍼포먼스를 기반으로 한 accuracy 평가가 없다.
https://developer.oculus.com/design/oculus-device-specs/
기타 스펙
· Panel Type: Dual OLED 1600x1440
· Supported Refresh Rate: 72Hz
· Default SDK Color Space: Rec.2020 gamut, 2.2 gamma, D65 white point
· USB Connector: 1x USB 3.0
· Tracking: Inside out, 6DOF
· Audio: Integrated, in-strap
· CPU: Qualcomm® Snapdragon 835
· CPU Notes: Developers have access to 3 gold cores that can run at a max frequency of 2.3 ghz
· GPU: Qualcomm® Adreno™ 540 GPU
· GPU Notes: The GPU availability is capped at 710 MHz if Guardian is on automatically, otherwise capped at 670 MHz. The TimeWarp, Guardian System, and application will have access to the GPU. However, TimeWarp and Guardian System will have priority and take approximately 2 milliseconds per frame to process.
· Memory: 4GB total
· Lens Distance: Adjustable
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