Wiimote Project

Wiimote Projects => Wiimote Desktop VR/Head Tracking => Topic started by: dice on January 07, 2008, 04:05:20 PM

Title: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: dice on January 07, 2008, 04:05:20 PM
Wiimote DesktopVR - FAQ and Adv Discussion

A lot of very smart people have written in questions and suggestions and I think a lot of them are very clever and worth sharing... and I'd like to add some of my own expansions on what I showed in the video. Like they say, 2 brains are better than 1.... it turns out several thousand brains are even better. This post will be REGULARLY EDITTED to add new ideas as they come in. I know it breaks the RSS model, but I don't want to make a new post for every new idea. Sorry.
-------------------------------------------
Shutter/polarized glasses - if you are going to put something on your head covering your eyes for 3D, it is worth considering making shutter/polarized glasses which allows the computer to deliver a different image to each eye. This results in stereoscopic displays. Combined with head tracking, you get a DARPA grade 3D simulator. When just doing head tracking, the conflicting stereo depth cues weakens the illusion. I would love to do this, but it's quite a bit more hardware, and requires synchronization with the display refresh (or light polarization) which often isn't easy especially given the wide variety of display technologies out there.

Split screen for 2 people - if you split the screen and use two head mounted sensor bars, you can do this for two people... and possibly with one tracking wiimote. One wiimote does 4 dots, so it could (with some smarts) handle two heads. The field of view of a wiimote is only 45 degrees, so it might be cramped with 2 people. But, you could use one wiimote per head and still do split screen.

Posted by Johnny Chung Lee

[youtube]Jd3-eiid-Uw[/youtube]
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: tmizas on January 12, 2008, 07:21:54 PM
Is the source code for the desktopVR available somewhere?
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: atomriot on January 12, 2008, 07:35:27 PM
i just downloaded it from

http://www.cs.cmu.edu/~johnny/projects/wii/ (http://www.cs.cmu.edu/~johnny/projects/wii/)

and the source is in there
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: rokp on January 16, 2008, 02:06:26 AM
i'm wondering if it's possible to use Johnny's app but just changing the football stadium with something else? is it possible?

thanks
Title: True "Desktop"VR
Post by: unreal_ed on January 17, 2008, 10:01:33 AM
I was wondering if anyone was trying to make an application that allowed you to see windows on your computer the same way you see the targets on the video? I read a post about WiiTrack but it's only for Linux and I was hoping for someone to make it on the PC. It would be nice for it to become a big open-source project
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: Witmarquzotix on January 24, 2008, 11:20:26 AM
Instead of using a wii mote in front of the tv not create an attachment to the wii mote that allows the user to plug in much like the nunchuck? That way your hardware requirements drop. This also allows for easier intergration for joe shmoe who now only needs to know "I put this on my head and plug in here". Odd question anyone here have a wii SDK?
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: ouch2x4 on February 23, 2008, 09:49:09 PM
when is this gonna come to mac. the only computer i have with bluetooth is my mac and this is really cool. ??? ???
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: djlins on February 27, 2008, 05:25:51 AM
i'm wondering if it's possible to use Johnny's app but just changing the football stadium with something else? is it possible?

thanks



The easy answer is yes just copy a new image over the stadium image and keep the name the same, and jobs a goodun. I also had this idea and have been exploring it a bit, and seeing as the footy stadium is only a 2D image I wanted to see about implementing a nice simple 3D environment around it (My thinking was something along the lines of the very first Star Wars arcade game, you know the one - flying down the wireframe trench dodging the horizontal bars and asterisk bullets coming at you)

Well there are some hurdles to overcome on this (not least being the Microsoft XNA teething issues), but a simpler first step would be to forget replacing the 2D image with a 3D environment, and keep it 2D for instance replace the 2D image with a 2D video.
I think a better first game attempt would be play a video of driving down the road, or something moving forward (The old Space Harrier game) and instead of worrying about collision detection you use a timings array to say when you shouldn't be somewhere for instance:

5.3 seconds to 5.7 seconds: If head is in top left corner then collide

10.2 seconds to 10.7 seconds: If head is in middle then collide

etc...


Once we can have a nice jump and duck style game going with that then it may be easier to move into the full 3D world.
I'm wrestling with getting my shutter glasses working on my projector at the minute (my passion is Virtual Reality which ultimately means it has to be Stereo 3D). But because the image comes from behind you then the glasses have to be worn upside down which means they fall off easily when playing around with head tracking

I'll keep you posted on if I get something playable up and running. It will probably involve some funny images of me with these shutter glasses gaffer taped around me 'ed.

Anyways, cheers,


Lins.
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: PixelPartner on May 09, 2008, 12:05:55 PM
How about adding this new approach to the LCDshutter and polarizer glasses section ?

I just started an open hardware project as a building block for all sorts of head tracking AND stereo3D related Wiimote projects

The prism viewer allows you to view full color, full brightness stereo3D on all types of screens!
It needs a fixed ratio of <eyes-to-screen> and <top-to-bottom-image-centers> distances.
But that can be managed as a byproduct of the headtracking.
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: theDoctor42 on May 31, 2008, 04:25:28 PM
Is the whole project dependent on the computer having a Linux system?
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: Geoff on July 02, 2008, 11:23:19 PM
djlins: Hi, I like your idea about replaceing the football stadium image with a Video. Do you tink this is possible? I think it would be great if you could even introduce more than 1 layer of video, and for it to react just like the targets. What do you think?
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: Mippen on August 15, 2008, 02:02:42 AM
Before checking the source... lazy me :) ..
Does the souce put out a "position" on the "viewer"?
I have a simulator that we use where the users view today can be moved with arrow keys.
Would be wonderful if we could add the option to use "dynamic" position.

Is there a secret behind the "3D" feel?
If I have a "3d" enviroment and use wii output position as the "user" position,
will this result in the same feeling as Johnny demonstrates?

Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: UndCon on August 15, 2008, 08:31:56 AM
The feel of using this setup is even better when you do it yourself than in the videos


//UndCon
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: cadcoke4 on September 04, 2008, 04:17:40 PM
Karma, I am attempting to implement the VR environment using the Wiimote, and SolidWorks design software.

The goal of desktop VR is to recreate what the user would see if the object were actually sitting in front of them. When it is done on a desktop monitor, I have heard it referred to as "Fish Tank VR" because it would be as though the object were floating in the monitor.

I am just starting to think through the math, but basically I am needing to use the position of the viewer in front of the monitor, and then the theoretical position of the virtual object.  But, at this point I am uncertain how this relates to the viewpoint commands I need to give SolidWorks.  The size of the monitor would certainly need to be part of the calculation, but I am again uncertain how to use the information.

If anyone knows of a good tutorial on the net for figuring this stuff out, I would be grateful.

Joe Dunfee
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: djlins on October 10, 2008, 07:10:43 AM
Hi geoff

Sorry its taken so long to reply to what might now be an innactive thread, but I have been investigating other ways to get the head tracking to work.
I liked the wiimote idea because buying a wiimote and a wireless sensor bar (or IR bulbs mounted to glasses) was fairly cheap to set the system up and play things on the PC.

however here:
http://www.instructables.com/id/Head-tracking-with-a-webcam/
I have seen how they do the same thing but this time it uses a normal cheapo low res webcam and tracks the actual eyes, so no need to wear the bulbs on your head.
They do give Kudos to Johnny Lee because it is basically the same idea except tracking eyes using a normal webcam rather than tracking IR using an IR camera.

I think I would try that way out more because everybody has knowledge of how to plug a webcam into a PC and get going, but less people know how to connect the wiimotes and set this system up.

Its a shame that Boom Blox took their head tracking out of the game, that would of been nice to see it in action on a rich 3D environment but never mind.
I might still go for a space harrier stylee game, or even that original wireframe star wars arcade game might translate over to a good head tracker, it would be excellent to revive that retro game to be used with the new technology.

Thinking back actually years and years ago I did my dissertation on real time ray tracing which assumed an eye position and then ran rays through every pixel from that point to work out the bounce and what colours from other planes should influence a reflective surface. The trouble was that was written on a DX 33 because that was the best PC out at the time (I'm as old as pong itself).
Might be worth revisiting that little project to help visualisation of 3D models with this device. Hmmm but writing a game would be more fun heheh.
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: cadcoke4 on October 10, 2008, 11:29:49 AM
I think the issue with eye or face tracking is that it is not a casual thing for a computer to do. It takes processor time to accomplish it.  Now, the use of a dual core processor prevents this work from interrupting your game or other application, but you still get more of a tracking delay.  There is also a delay as the USB camera sends its image over the USB cable.

The Wii Remote has its own internal camera, and sends very minimal data over the USB.  I don't know the processor speed, or it tracking speed, but since it is getting a much cleaner image of the IR LED's than what the head tracking program gets, the work needed to extract the location of the LED's is greatly reduced.

Joe Dunfee
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: Cagey on August 25, 2010, 10:45:44 PM
I have been getting the wiimote connect error just using the generic BT stack with DesktopVR, so I tried to use the "fixed" version of the file, the one that has been updated for Vista and x64, but for some reason, perhaps just on my screen, the tracking is terrible, and the motion is completely unrealistic. It seems that there is either something wrong with my particular setup or the program itself was modified when it was updated. Has anyone else experienced this?
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: pez on October 21, 2010, 08:46:22 AM
Hi please someone help me with this!

I've downloaded the several fixes combined folder.
My buit-in dell bluetooth has the wiimote connected and it works with SmoothBoard
BUT I still get the 'Wiimote FishtankVR has stopped working' message come up as soon as I try to open wiidesktopvr!

Im using windows 7 and a 64bit operating system.

Someone please HEEEELLLPPP!!!!
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: dice on October 25, 2010, 10:58:25 AM
Have you tried running it in Compatibility mode? I have not tried it on 64bit or win7 yet.
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: boonjin on October 25, 2010, 06:54:43 PM
Most probably it would not work on 64-bit windows directly without any changes.

Those who have issues with this should try it on 32-bit OS instead.

Regards,
Boon Jin
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
Post by: odin on September 01, 2011, 04:05:26 PM
-
Shutter/polarized glasses - if you are going to put something on your head covering your eyes for 3D, it is worth considering making shutter/polarized glasses which allows the computer to deliver a different image to each eye. This results in stereoscopic displays. Combined with head tracking, you get a DARPA grade 3D simulator. When just doing head tracking, the conflicting stereo depth cues weakens the illusion. I would love to do this, but it's quite a bit more hardware, and requires synchronization with the display refresh (or light polarization) which often isn't easy especially given the wide variety of display technologies out there.

Hello im seeing this to make a small project for engineering work, mostly the use of a 3d projector and the head tracking to allow the person to actually have more of a 3d feel of the model without the need of an outside input.

is it possible to accomplish this, and also woudl it be possible to create to POV for the same wiimote and 2 different glasses?
Title: Re: Wiimote DesktopVR - FAQ and Adv Discussion
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