This commit is contained in:
Jason 2018-08-31 16:28:53 +09:00 committed by GitHub
parent d6edc7e325
commit da8c8005e7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -8,7 +8,7 @@ Unity and 5-Point Calibration:
1) Start Unity and import the asset package provided in the repository. 1) Start Unity and import the asset package provided in the repository.
2) navigate to Assets -> Scripts -> eyecontrol.cs. Edit the "coordinateFile" variable to be the same as the "folderPath" you specified in c++. 2) navigate to Assets -> Scripts -> eyecontrol.cs. Edit the "coordinateFile" variable to be the same as the "folderPath" you specified in c++.
3) Run the Unity interface with VR enabled for the HTC Vive. You should now see a set of instructions and a texture from a camera pointing toward your 3D registered eye ball spheres. Rays will be extending from the eyeball centers in a random direction. 3) Run the Unity interface with VR enabled for the HTC Vive. You should now see a set of instructions and a texture from a camera pointing toward your 3D registered eye ball spheres. Rays will be extending from the eyeball centers in a random direction.
* Note: This is currently only build for the HTC Vive, but you can replace the camera system and its heirarchy with any other VR device if desired. * Note: This is currently only built for the HTC Vive, but you can replace the camera system and its heirarchy with any other VR device if desired.
4) Allow a few seconds to ensure the 3D eye model is stable on the c++ side. 4) Allow a few seconds to ensure the 3D eye model is stable on the c++ side.
5) Press the 'c' key on your keyboard. You will now see a red cube at screen center. While looking at this cube, press the c key again. Repeat this process for the 4x remaining cubes. (center->up->right->down->left->calibration finished.) 5) Press the 'c' key on your keyboard. You will now see a red cube at screen center. While looking at this cube, press the c key again. Repeat this process for the 4x remaining cubes. (center->up->right->down->left->calibration finished.)
6) The transparent red and green dots should now represent normalized lines of your eye-gaze vectors. A solid blue dot in the center represents the 3D midpoint of these two spheres. The rays will be visible on the camera texture in front of you. 6) The transparent red and green dots should now represent normalized lines of your eye-gaze vectors. A solid blue dot in the center represents the 3D midpoint of these two spheres. The rays will be visible on the camera texture in front of you.