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Re: Headtracking
[Re: Slin]
#206951
05/16/08 18:33
05/16/08 18:33
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Joined: May 2008
Posts: 150 Switzerland
Hitsch
Member
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Member
Joined: May 2008
Posts: 150
Switzerland
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Hi everybody, I've first heard of this technic when Jonny Lee's demonstration of the inverted Wii-Remote was shown on several websites. I was truly blown away by the very natural effect this simple modification can produce. You can actually look at the screen as if you where looking out of a window. Or if you were to pass a screen like this you wouldn't be able to say if it where a screen or if there where dept to it. This combined with a pair of 3D Glasses... how cool would that be! The guys in this video have actually gone a step further by tracking the players face and massuring the distance between the eyes. It seems to work perfectly and is much more userfriendly. Head Tracking with ONLY a Webcam (Youtube) I don't really see how this could be used for moving the player in a game but rather to give the (physicle) player some freedom to move around in front of the screen and get a response by the camera (change of angle). I think it could add to the overall feel of the game. Well, my webcam is broken at the moment but as soon as I get it working agein and my (very) old 3D Relevator Glasses I will try this out and report back. So long... Greetz from Zürich Hitsch
Last edited by Hitsch; 05/16/08 18:37.
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Re: Headtracking
[Re: Hitsch]
#206980
05/16/08 20:20
05/16/08 20:20
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I already saw that "Face API", but I won´t be able to create something like that on my own, and they haven´t released it to the public yet. This combined with a pair of 3D Glasses... I had this idea too and will definatly give it a try  But with red/cyan glasses and not with shutterglasses. this would be (in my mind) used if you were to make avertual reality game were the player were a sort of helmet or somthing of that nature which contained a screen so the players eyes never leaves the screen and a wirless keyboard/controler would be recomended if the player desides to do a 360 and look behind himself.
I would integrate a compass into that hardware instead of using a webcam :P
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Re: Headtracking
[Re: lostclimate]
#245210
01/08/09 21:06
01/08/09 21:06
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Joined: Nov 2007
Posts: 14
druid
Newbie
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Newbie
Joined: Nov 2007
Posts: 14
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great work slin~~~ but there is something i didn't understand: 1 how do u get the image from web-cam ?does it through the dll u made ?
2 i have seen the video of wii head-tracking and face API,and i have tried to do that in 3dgs,but i can't get the exact result(mine is not that reality,i use camera in 3dgs).after a lot of work i found that they seems not useing the "camera" like things in 3dgs,but useing some projection matrix to get image?
that makes me confused,can u or anyone give me some advice about how can i do that with lite-c?
3i didn't understand how can u recognize the brighter field?useing texture samples of shader?how to get the center point of the field? thanks very much,and to ur great work
Last edited by druid; 01/08/09 21:10.
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Re: Headtracking
[Re: druid]
#245224
01/08/09 23:10
01/08/09 23:10
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Yes I could do multi touch especially if I would surround my camera with infrared LOD would replace its infrared filter with a filter for the visible light and put the whole thing behind my monitor  This may helps you a little: http://msdn.microsoft.com/en-us/library/bb205353(VS.85).aspxhttp://www.cs.nps.navy.mil/people/faculty/capps/iap/class2/viewing/projection.htmlYou will have to build an off-center projection matrix depending on the viewers position. You may also have to move the view a little for good results, but I don't really know. It isn't very easy, at least not for me and I think that you won't find too much help. I haven't tried that yet and yes that matrix is used in a vertexshader but I would recommend you to just manipulate the engine matrices in a material or render event.
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