Researchers Show Full-body VR Tracking with Controller-mounted Cameras

Researchers from Carnegie Mellon University have demonstrated a practical system for full-body tracking in VR using cameras mounted on the controllers to get a better view of the user’s body.

Although it’s possible to achieve full-body tracking in VR today, it requires the use of extra hardware that needs to be strapped onto your body (for instance, Vive Trackers or IMU trackers). That makes full-body tracking a non-starter for all but hardcore VR enthusiasts who are willing to spent the money and time to strap on extra hardware.

Three vive trackers are used here to add torso and foot-tracking | Image courtesy IKinema

Because standalone VR headsets already have cameras on them to track their position in the world and the user’s controllers, in theory it’s also possible to look at the user’s body and use a computer-vision approach to tracking it. Unfortunately the angle of the cameras from the headset is too extreme to get a reliable view of the user’s legs, which is what led Meta to recently conclude that full-body tracking just isn’t viable on a standalone headset (especially as they get smaller).

But researchers from Carnegie Mellon University are challenging that notion with a prototype standalone VR system that adds cameras to the controllers to get a much clearer view of the user’s body, making it possible to extract reliable tracking data for the legs and torso.

What’s especially interesting about this approach is that it seems to align with the direction next-gen VR controllers are already heading; both Meta’s Project Cambria and Magic Leap 2 are using controllers that ditch a headset-dependent tracking system in favor of calculating their position with their own inside-out tracking system.

Image courtesy Carnegie Mellon University

Using a standard Quest 2 headset as the basis for their prototype system, the researchers added two cameras to the controller which face the user. With the user’s hands in front of them, the cameras can get a much clearer view of the upper and lower body. This view is corrected so a computer-vision system can optimally extract the user’s pose and then combine that data with the known position of the head and hands to create a full-body tracking model.

Image courtesy Carnegie Mellon University

Of course, the user’s hands won’t always been in front of them. The researchers say some limited testing showed that VR users have their hands out in front of them around 68% of the time. When the hands aren’t in a good position to capture the body, the system should fall back to an IK estimate of the body position. And though their prototype didn’t go this far, the researchers say they believe that with an additional camera angle on the controller, it should be possible to capture the leg position even when the user’s arms and controllers are resting at their side.

As for accuracy, the researchers, Karan Ahuja, Vivian Shen, Cathy Mengying Fang, Nathan Riopelle, Andy Kong, and Chris Harrison, say that millimeter tracking precision is probably out of the question for this sort of system, but centimeter tracking precision is likely on the table, which may be good enough for many VR use-cases. For their prototype specifically, the system had a “mean 3D join error of 6.98cm,” though the researchers say this should be “considered the floor of performance, not the ceiling,” given the limited time they spent optimizing the system.

With full-body tracking, legs are finally a viable part of the experience. That’s desirable not just to make your avatar look more realistic to other people, but also the option to incorporate your lower body into the experience, adding to immersion and providing another input for players to use in gameplay.

Image courtesy Carnegie Mellon University

The researchers not only created a full-blown tracking model for the system, they also made some prototype experiences to show off how tracked legs can add to gameplay. They showed a hockey goalie experience, where players can block the puck with any part of their body; a ‘body shape matching’ experience, where players match the shape of an incoming wall to fit through it; and even a ‘Feet Saber’ game, where players cut blocks with their hands and feet.

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So could we see full-body tracking from headsets like Magic Leap 2 and Project Cambria? It’s tough to say at this point; although the controllers appear to do their own inside-out tracking, the cameras on the controllers seem to point mostly away from the user.

But maybe some future headset—or just an upgraded controller—could make it happen.

Regardless of where those headsets land, this research shows that practical, low-friction full-body tracking on standalone VR headsets might not be that far out of reach. Combined with the ability to run highly realistic face-tracking, the standalone headsets of the future will radically increase the embodiment felt in VR.

The post Researchers Show Full-body VR Tracking with Controller-mounted Cameras appeared first on Road to VR.

Japanese Team Aims To Turn Phones & Webcams Into Full Body Trackers

A team calling itself ‘Akiya Research Institute VR Lab’ wants to turn phones and webcams into a multi-view body tracking system.

We found no web presence for any “Akiya Research Institute” beyond the Twitter account started this month. We translated the Tweets posted over the last several days to the account, and its videos have already gone viral after just a handful of tweets. As we’ve not been able to find more information about the team and their direct messages are not open, we encourage those involved to reach out to tips@uploadvr.com so we can dive deeper into the work and team.

No VR system on the market today comes with body tracking, but some VR enthusiasts use HTC’s Vive Trackers or Microsoft’s Kinect. Social platform VRChat is the most popular use case, as well as mixed reality streaming with an avatar for LIV.

HTC Vive Trackers cost $99-$129 each. Typically three are used for body tracking. If you don’t already have SteamVR Base Stations they’re $149 each, so the total cost approaches $600. Microsoft’s Kinect is no longer sold, but available used for between $50 and $200. It works, but only from a front-facing angle and the tracking quality isn’t always great.

MocapForAll

Akiya says it’s building software for PCs called MocapForAll. The idea is to fuse the perspectives of multiple cameras you already own, like phones and webcams, using deep learning algorithms to track the parts of your body.

You’ll need to use at least two camera sources, but the system can support more for a better result.

It sounds like the tool is meant for regular motion capture, but can also be used for real time body tracking in SteamVR, as demonstrated here:

A Tweet posted today claims the software will be priced around $100, with a time-limited free trial available.

So just how practical could MocapForAll be for VR? A video demonstration showing system resource usage in Windows seems to show it sending an Intel i3-8350K from 80% utilization to 100%. Ayika says this is a debug test in the Unreal Engine editor, not representative of final performance. It mentions “precision-focused and speed-focused modes, with frame rates of around 30fps to 100fps”, suggesting users can choose the balance between performance and quality.

It’s too early yet to draw any conclusions about the software, but we’ll be keeping a close eye on any future demonstrations & announcements.

Facebook Shows Off High Quality Markerless Body Tracking From ‘A Single Sensor’

f8 2019 muscular body tracking

At Day 2 of F8 2019 today Facebook showed off a demo of body tracking with no markers or worn trackers. The tracking is able to track down to the muscle activation level, not just skeletal, giving a more detailed output:

This is just a research project, not a product, but the results look impressive. It’s described as being done with a single external sensor, not an array.

Body tracking is currently available for the HTC Vive by using Vive Trackers, but as each tracker is $99 and you need many for high quality result this isn’t close to affordable. Additionally, each tracker has to be kept charged and then worn whenever users want to use body tracking in VR.

A markerless approach from an affordable sensor could bring body tracking to mainstream VR one day. This would enable entirely new types of gameplay and greatly enhance social VR.

Facebook intends for this technology to be used alongside the photorealistic avatars it showed off in March. An avatar that looks like you and moves like you would feel, to a friend in VR with you, like you.

The company also showed off a larger scale body tracking demo where two players interacted with a virtual ball on a virtual pitch. This demo was key because it showed the latency was low enough for this kind of sport. They didn’t however say what amount of hardware was being used to achieve this. OptiTrack markers can be seen attached to the headset, so this was likely a multi-camera setup:

Facebook is the company behind the Oculus brand of VR headsets, so these technologies will likely eventually end up in Oculus products. The company did stress however that a consumer launch of this technology was “years away”. If Michael Abrash’s timeline given at Oculus Connect 5 holds up, it may be planned for around the year 2022.

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HoloSuit Aims To Deliver Full-Body Tracking And Haptics For Virtual Reality

With virtual reality (VR) technology continuing to grow the area of full body tracking is actively seeing a number of advancements at a rapid pace. Now Kaaya Tech have taken to Kickstarter to ask for funding for their HoloSuit, a full body tracking solution complete with haptic feedback.

HoloSuit

The HoloSuit is designed to be the world’s first affordable, bi-directional, wireless and easy to use full body motion capture suit for VR, augmented reality (AR) and mixed reality (MR) experiences. The suit has been made to track not only the movement of the body but also the movement of the hands, fingers and even the head all while providing feedback to the wear. The suit is configured with a total of 26 or 36 embedded sensors for tracking movement and 9 different haptic feedback devices to dispersed across both arms, legs, and all ten fingers with 6 embedded buttons as well.

The tracking solution of HoloSuit is done without the need for external camera tracking, offering a more affordable approach to full body tracking. This is done via wireless communication on either Wi-Fi or Bluetooth LE to a VR setup using Unity or a Wi-Fi SDK. Other supported hardware includes HTC Vive, Oculus, Windows Mixed Reality, and HoloLens. Samsung Gear VR, Android and iOS devices are also supported by HoloSuit offering a wide range of compatibility for any and all users.

HoloSuit

As a full body solution, the applications for the HoloSuit are numerous with it able to not only capture and record the movement of the user but also able to be transferred in real-time to a robot or other puppet like device. This means it can be used both in consumer and enterprise applications such as sports, healthcare, education, industrial operations, and even entertainment and video gaming.

Currently on Kickstarter, HoloSuit is asking for £37,826 (GBP) and at the time of writing already has £47,981 in pledged funding. There are a number of different backing options avaiable to those looking to support the project ranging from $99 (USD) for a 1 finger HoloSuit glove with a full 5 finger glove requiring a $249 pledge. The price continues up to $999 for the full HoloSuit solution with 26 sensors and 9 haptic devices and $1,599 for the same but with 36 sensors and 9 haptic devices.

For those wanting to get behind this product you can head over to the Kickstarter page now and pledge for a piece or the full suit, and for more on HoloSuit in the future, keep reading VRFocus.

Qualisys Reveal New Miqus M5 Motion Capture Camera

Leading provider of precision motion capture technology, Qualisys, has announced their latest model in portable and affordable motion capture camera solutions.

Miqus M5 01

The Miqus M5 is the next step for the Miqus line up of motion capture camera by developing the hardware to be more powerful yet still maintain portability and affordability. The Miqus M5 has a resolution of 4 megapixels capturing at a frequency of 180 frames per second – 360 frames per second in high-speed mode – making the specifications compare to Qualisys’ high end camera line: the Oqus. The Miqus M5 actually matches the resolution and frame rate of the Oqus 5+ model.

Miqus M5 Hero

The Oqus 5+ model is known for capturing in any environment, with durable outdoor capabilities and covered IP67 protected hardware. Though the Miqus M5 is not designed for outdoor capture it is still packed with powerful and nimble hardware that allows it to fit all essential motion capture functionality all within a small and lightweight camera body.

Because of the powerful hardware packed into the Miqus M5 it is ideal for use with free-roaming virtual reality (VR) experiences, able to track multiple people precisely and reliably all at the same time. With next to no latency, it makes for a suitable choice to have in any full-body tracking experience. The device is even compatible with a number of third-party devices and software allowing for the motion capture data to be used quickly and effectively. This includes software such as Motion Builder, Unity 3D, Unreal Engine and devices like force plates, eye tracking solutions and even props used in full-body VR experiences.

Ingemar Pettersson, COO Qualisys commented on the product announcement by stating: “Qualisys is committed to providing a dedicated personal approach to all our customers. Our team of Market Directors and Distributors are always in place to guide you. In a complex and technical marketplace, our skilled, experienced staff can help make sure you get the motion capture solution that best fits your project and budget.”

Elsewhere the Miqus M5 has a capture distance of eighteen meters when using 16 mm trackers and is able to be daisy chained to allow for more detailed capturing. With all that power inside a small, lightweight package that is ideal for motion capture across a wide range of applications, the Miqus M5 is a powerful piece of kit that is available today.

For more stories like this, keep reading VRFocus.

Anvio VR Opens New Venue in London

With full-body virtual reality (VR) experiences becoming more popular then ever, Moscow based company Anvio VR have announced that they have expanded their operation and opened a venue in London.

City Z 01

After the success of their first full-body VR title, City Z, Anvio VR looked to not only bring more experiences to the visitors but also expand to new locations to bring this technology to new audiences. Now, after a successful run in Moscow the company have opened a new venue in London which allows those in the UK a chance to drive into not one but two full-body VR experiences. This includes the City Z experience in which players will be giving a gun peripheral along with a sword and must face off against hordes of the undead in a fast paced, action packed combat situation that is sure to test your skills. Also available is the newly released puzzle adventure title, Lost Sanctuary which focuses more on puzzle solving and traversing the environment rather than combat.

Lost Sanctuary Hero

To those unfamiliar with full-body VR experiences, they allow a user to step beyond the lines of reality and virtual space and become completely immersed in the moment. With an Oculus Rift head mounted display (HMD), body tracking and no wires combined with the large, open space that Anvio VR has users are giving complete and total freedom. This means that a user can move around without the worry of space or cable length and even reach out to touch their group members that are right beside them. Thanks to the technology that Anvio VR use as well, all of this is possible with no latency and with support for up to four players.

Located just north of Kensington in the Whiteleys Shopping Centre, Queensway, those in or around London will find it easy to get to the venue and jump right in. Bookings must be made online and can be for groups of two, three or four people with prices ranging from £65 (GBP), £97.50 and £130 respectively.

Recently a number of other full-body VR experiences have made their way to London including that of Star Wars: Secrets Of The Empire which puts visitors into the beloved sci-fi world like never before.

For more on immersive VR and full-body experiences, keep reading VRFocus.

See Anvio VR’s Immersive New Experience In This New Gameplay Trailer

Total immersion is difficult in virtual reality (VR), and one of many reasons is that you can rarely see your own body. Your hands, perhaps, with modern motion controllers, but without full motion capture technology, the rest of your body is very difficult. But Anvio VR wants to bring the most immersive VR experience possible to the masses, and will hopefully be able to move to a location near you soon.

Based in Moscow, Anvio VR have already seen early success in their headquarters, with over 2000 people coming to experience what they believe is the most immersive VR experience on the market.

Anvio VR provide a fully wireless VR experience, allowing you to walk around a large room with your friends, with full limb movements visible to your fellow players. The game sees you walking across perilous planks, navigating dank sewers and moving up crumbling buildings while shooting down zombie hoards – all with your friends.

The game is City Z, and while fighting off monstrous foes and shooting down the undead, players will be able to enjoy some downtime – like kicking around a virtual ball in real-time, with their feet, with other players. It’s an experience you’re not likely to find in many other places.

In the gameplay footage below you’ll be able to see players suit up for the game, and explore some dim tunnels in hopes of finding a way forward. The game simulates awkward walkways – none of the drops are real, of course, but the immersion will have your stomach believing they are.

You can try Anvio VR for yourself in Moscow, and they have plans to expand worldwide soon. For more on what they have to offer, just watch our gameplay trailer below.

For everything on the most immersive VR, stay on VRFocus.

Experience Full-Body VR with Anvio VR

We’ve had a taste of room-tracking virtual reality (VR) with the likes of HTC Vive for a while now, but full-body tracking in a large, warehouse-size environment with multiple other players? That’s still been out of reach for most of us – that is, until Anvio VR stepped up to the plate.

Based in Moscow – and actively looking to expand into a city near you – Anvio VR has already seen success, declaring that the firm has already seen over 2000 guests.

In the trailer below you can see players strapping themselves in for battle, before jumping into a massive version of City Z based in Moscow, that’ll see players walking over perilous planks elevated hundreds of feet into the air, and fighting back a zombie horde on rooftops and in claustrophobic sewers.

But that’s not to say there’s not milder pursuits – you can even see players kicking a virtual ball to one another in real time, using nothing but their feet. This kind of multiplayer VR interaction has only been a dream thus far for most VR enthusiasts, but Anvio VR look to be offering an experience that’s worth further investigation.

All this freedom comes untethered too – no wires will be holding you back during play sessions, offering the most immersive possible VR experience. Anvio VR promises to “[Erase] the line between the physical and virtual worlds.”

For everything on the latest and most immersive VR experiences, stay on VRFocus.

Experience Full-Body VR with Anvio VR

We’ve had a taste of room-tracking virtual reality (VR) with the likes of HTC Vive for a while now, but full-body tracking in a large, warehouse-size environment with multiple other players? That’s still been out of reach for most of us – that is, until Anvio VR stepped up to the plate.

Based in Moscow – and actively looking to expand into a city near you – Anvio VR has already seen success, declaring that the firm has already seen over 2000 guests.

In the trailer below you can see players strapping themselves in for battle, before jumping into a massive version of City Z based in Moscow, that’ll see players walking over perilous planks elevated hundreds of feet into the air, and fighting back a zombie horde on rooftops and in claustrophobic sewers.

But that’s not to say there’s not milder pursuits – you can even see players kicking a virtual ball to one another in real time, using nothing but their feet. This kind of multiplayer VR interaction has only been a dream thus far for most VR enthusiasts, but Anvio VR look to be offering an experience that’s worth further investigation.

All this freedom comes untethered too – no wires will be holding you back during play sessions, offering the most immersive possible VR experience. Anvio VR promises to “[Erase] the line between the physical and virtual worlds.”

For everything on the latest and most immersive VR experiences, stay on VRFocus.

Tornuffalo Uses Vive’s Full Body Tracking To Survive A Tornado

Tornuffalo Uses Vive’s Full Body Tracking To Survive A Tornado

Vive’s new Trackers are finally out in the wild and it hasn’t taken developers long to come up with creative uses for them. Tornuffalo is just the latest example of that.

This fun little game, which released for the first time back in December 2016, was recently updated to include full body tracking support for people with three Vive Trackers. In its original form, the game has you ducking and diving out of the way of debris that’s being thrown around by a tornado in a small town (oddly, you’re not really worried about running away from said natural disaster).

With full body tracking support, the game gets a little trickier, as you now have to make sure your entire torso and legs are out of the way of any incoming rubble, as well as your head and hands. As gracefully displayed in the video above, you can kick objects out of the way with ease, but if you’re feet are stationary and something hits you then it’s pretty much game over.

Developer RealityRig has implemented support under Steam’s Beta Branch for now, as it points out the tracking isn’t perfect at this point. The team also recommends trying the Big Hammer bonus mode in which, yes, you wield a Big Hammer, if you’re new to the game.

Full body tracking in a Vive game was first seen in Cloudgate Studios’ Island 359, which allowed us to kick dinosaurs in the face. HTC also released its own system for full body tracking with three of Vive’s new peripheral, which cost $99 each. We’ve seen plenty of other use cases for the device since it was revealed last January, including attaching it to other peripherals like baseball bats and plastic guns.

The Tracker is available now for developers and will be launching as a consumer product later on in the year. Tornuffalo, meanwhile, is available now for $0.99.

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