luxonis / depthai-unity

DepthAI Unity Library, Unity projects and examples (OAK For Unity)
MIT License
200 stars 32 forks source link

Roadmap #1

Open gespona opened 2 years ago

gespona commented 2 years ago

Why?

Sharing the roadmap with everyone is always good for transparency and best way to drive the development in order to bring the most value in each step.

What?

All feedback is more than welcome ! And we'd love to know more about you and get some insights:

Features and Roadmap:

v1.0.0 Initial Release to AssetStore (free):

Version 1.0 is just the top of the iceberg. Foundations to build applications on top. Beta testing along the path to get v1.0 ready for assetstore.

Some topics for next versions (big blocks without much detail)

Do you miss some models / use cases / integration with some specific paid asset? Please let us know.

How?

We're opening beta testing on the repo. The plan is start delivering all the features gradually following initial order and always covering full feature (unity plugin lib + unity project/demos) and for all platforms (Win, Mac and Linux)

Following features (v1.0) are ready:

Please tell us about your project !

More resources: unity forums: https://forum.unity.com/threads/oak-for-unity-spatial-ai-meets-the-power-of-unity.1205764/ youtube unity plugin playlist: https://youtu.be/CSFOZLBV2RA?list=PLFzqMMJPSNSbsHp7QeJpOHrZu_1BAdDms

gespona commented 6 months ago
  • Camera type is oak-D
  • Yes, use USB3.0
  • Time is not fixed,10 minutes or 1 hour
  • I didn't understand what you meant
  • My pc have 8GB memory, this program only use 300MB memory and I know how to cause the crash, just unplug the USB cable,I check this usb cable,there is no poor contact, it is inserted quite tightly, so I think this dosn't the main problem.

@jacoos

Do you mean after 10 minutes or 1 hour you unplug the usb cable? Unplug usb cable for sure produce crash as camera is communicating with host. I understand the crash is happening just running the program right?

  • I didn't understand what you meant

I mean the crash is happening with build binary, not reproduce inside editor (?)

gespona commented 6 months ago

@jacoos btw could you open the issue and attach editor / player log ?

garrett-tuer commented 5 months ago

Hello, I just wanted to express my team's interest in this asset.

Main platform are you using? (MacOS, Win, Linux)

We primarily operate on Windows.

Could you explain bit more about your use case? What are you looking to build with the Unity plugin?

We are biomechanics researchers using full-body tracking and pose estimation in different apps/games with built-in biomechanics analysis. Historically, this type of work has been restricted to pre-recorded motions, but pose estimation software allows us to analyze movements in (near) real-time. Access to the camera's RGB and depth data as well as the pose estimation results (potentially converted to a consistent/universal format, regardless of the pose tool) and root (pelvis) position in world space, would be our primary needs. Ease of switching between different pose estimation software (MediaPipe, MMPose, etc.) and custom models within those software would also be very desirable for us. The ability to detect multiple people (incorporating YOLOPose? MMPose does this by default) would also be a major plus.

What part of the Unity plugin you find most interesting? (OAK for Creators, OAK for Developers, OAK for CV/AI)

Likely OAK for Developers since, as mentioned above, we would like to be able to use custom pretrained models and multiple different pose estimation software.

Do you have experience with OAK API/SDK? What platform are you using the most? (C/C++ , Python)

Our experience is very minimal. Our only use of the OAK API/SDK has been through an implementation of geaxgx's depth_blazepose repo (https://github.com/geaxgx/depthai_blazepose) with the current OAKForUnity code to stream a video feed and corresponding BlazePose results to a Unity scene in (near) real-time. We have not yet written any of our own code that interfaces with the API/SDK. This repo mostly handle our needs, but removing the need for the Unity bridge and adding any of the features mentioned above that are missing would be a major improvement.

gespona commented 5 months ago

Hello, I just wanted to express my team's interest in this asset.

Main platform are you using? (MacOS, Win, Linux)

We primarily operate on Windows.

Could you explain bit more about your use case? What are you looking to build with the Unity plugin?

We are biomechanics researchers using full-body tracking and pose estimation in different apps/games with built-in biomechanics analysis. Historically, this type of work has been restricted to pre-recorded motions, but pose estimation software allows us to analyze movements in (near) real-time. Access to the camera's RGB and depth data as well as the pose estimation results (potentially converted to a consistent/universal format, regardless of the pose tool) and root (pelvis) position in world space, would be our primary needs. Ease of switching between different pose estimation software (MediaPipe, MMPose, etc.) and custom models within those software would also be very desirable for us. The ability to detect multiple people (incorporating YOLOPose? MMPose does this by default) would also be a major plus.

What part of the Unity plugin you find most interesting? (OAK for Creators, OAK for Developers, OAK for CV/AI)

Likely OAK for Developers since, as mentioned above, we would like to be able to use custom pretrained models and multiple different pose estimation software.

Do you have experience with OAK API/SDK? What platform are you using the most? (C/C++ , Python)

Our experience is very minimal. Our only use of the OAK API/SDK has been through an implementation of geaxgx's depth_blazepose repo (https://github.com/geaxgx/depthai_blazepose) with the current OAKForUnity code to stream a video feed and corresponding BlazePose results to a Unity scene in (near) real-time. We have not yet written any of our own code that interfaces with the API/SDK. This repo mostly handle our needs, but removing the need for the Unity bridge and adding any of the features mentioned above that are missing would be a major improvement.

Hi @garrett-tuer ! Thank you very much for you feedback and interest in OAK For Unity. Evaluating different pose estimation models including multi-pose models makes sense. As probably you read above in previous comments, we're looking on some of those topics, taking into account RVC2 capabilities.