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STEM system motion tracking

polycounter
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Davision3D polycounter
It's a wireless modular motion tracking system:
http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual

It is pretty awesome in combination with the Oculus. It can use up to 5 points in combination with IK and it seems to work really well with that: [ame="http://www.youtube.com/watch?v=XLCoDY0sgSA"]Sixense: STEM System prototype w/ foot+hand tracking (w/ Oculus Rift & Tuscany Demo) - YouTube[/ame]

Kinect might be better to track the whole body because it has much more tracking points but it also has that latency which could be awful when you see your body in VR moving with a delay. The Kinect gets also problems when something overlaps, could be nightmarish to have your VR limbs going bananas. Still, I could imagine some really clunky IK solving happening with the 5 points tracking, arms/shoulder wise especially and I have no idea how it should work with the spine.

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  • Denny
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    Denny polycounter lvl 14
    Very cool demo, I'm definitely interested!

    I think a Kinect could be used for slow rate correction of limb placements. Your hands and feet are most likely the parts of the body that will move around fast, your elbows and knees medium speed and your torso and pelvis a bit slower. I'd bet that if you'd use a Kinect you could keep track of your body. Do correction of knees and elbows. That way the elbows and knees doesn't bend in weird directions, if you crouch for example. You could also make sure the IK retargeting looks better, he got some real weird IK-stretch in the arms when crouching and I bet that could be resolved with calibration or a Kinect setup.

    Cool demo! We're getting there.
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