osrf / handsim

HAPTIX Simulation Utlities
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Improper virtual environment perspective in response to head tilt/nod/rotation #53

Closed osrf-migration closed 9 years ago

osrf-migration commented 9 years ago

Original report (archived issue) by Anonymous.


The display of the virtual environment in response to motion tracking of the head is not correct for using a static, 3D monitor display.

For example, when mocap is activated, and I tilt my head to the left, the entire environment tilts to the right. While this rendering is correct for a head-mounted display where the display moves with the user, it is incorrect when using a stationary monitor. The environment being displayed from the monitor should NEVER rotate, because the displays rotational axes should be locked in position with the monitor, which never rotates.

This is true for all 3 axis of rotation of the head. The VRE should appear as if it is extending out of the monitor. Moving the head vertically or laterally should change the perspective in the environment, so the 3D environment's perspective changes in response with the user moving in relative to the monitor. I believe the Gazebo environment accounts for this.

In a nutshell, Gazebo displays what should be displayed for a head-mounted display. Corrections need to be made to allow the VRE to properly display the environment from a stationary monitor. The VRE display should have its general frame of reference be the static monitor, not the user's eyes.

osrf-migration commented 9 years ago

Original comment by David Kluger (Bitbucket: DKluger).


I wrote this before I made a bitbucket account and didn't realize "major" was the middle importance factor. This should be considered a "critical" bug because the mismatch between the VRE rotation and the surrounding physical environment is very disorienting.

osrf-migration commented 9 years ago

Original comment by Brian Gerkey (Bitbucket: Brian Gerkey, GitHub: gerkey).


Upgraded to critical priority.

Indeed, we started with what we've done in the past for head-mounted displays like the Oculus Rift. That's clearly not right for a static display. We'll look into it.

osrf-migration commented 9 years ago

Original comment by John Hsu (Bitbucket: hsu, GitHub: hsu).


osrf-migration commented 9 years ago

Original comment by John Hsu (Bitbucket: hsu, GitHub: hsu).


osrf-migration commented 9 years ago

Original comment by Jackie K (Bitbucket: jacquelinekay).


https://osrf-migration.github.io/haptix-gh-pages/#!/osrf/handsim/pull-request/90/issue-53-disable-viewpoint-rotations/diff

osrf-migration commented 9 years ago

Original comment by Jackie K (Bitbucket: jacquelinekay).


Under review

osrf-migration commented 9 years ago

Original comment by Steve Peters (Bitbucket: Steven Peters, GitHub: scpeters).


We should repeat the same pose logic improvements for the arm.

osrf-migration commented 9 years ago

Original comment by Steve Peters (Bitbucket: Steven Peters, GitHub: scpeters).


Noting for reference:

The code in pull request #90 uses a model of the screen as floating a small distance in front of the marker attached to the 3D glasses. This allows the arm to be visible, but it is a little inconsistent that the monitor is sitting on a desk, while it is displaying what a moving virtual screen would see.

An alternative is to put the monitor very close to the user so that the arm has to be put behind the monitor in order to see the virtual arm. That would be interesting...

I will leave those comments here for reference, and we can revisit them pending future feedback from teams.

osrf-migration commented 9 years ago

Original comment by Steve Peters (Bitbucket: Steven Peters, GitHub: scpeters).


osrf-migration commented 9 years ago

Original comment by Steve Peters (Bitbucket: Steven Peters, GitHub: scpeters).


osrf-migration commented 9 years ago

Original comment by Jackie K (Bitbucket: jacquelinekay).