Tracking volume

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See also: Positional tracking

Tracking volume is a term used to describe the size of the area within which the tracking camera is still able to capture user’s physical movements. Usually, the tracking volume is determined by camera’s horizontal and vertical field of view.

For practical reasons, most virtual reality experiences have been limited to just sitting. Most users simply do not have an area large enough to take advantage of all possibilities that large-scale tracking offers. Despite this fact, Oculus has successfully demonstrated a room-sized tracking volume experience at E3 2015. By using two cameras mounted on a wall a few feet away from each other, the company has managed to cover an area of approximately 12x12 feet. The tracking space extended from wall to wall and from floor to ceiling.

Tracking volume for each HMD

Tracking volume default room1.png

Default 15 feet by 15 feet room

Oculus Rift DK2

See also: Oculus Rift DK2

Oculus rift dk2 tracking volume2.png

72°H x 52°V (8.2 feet range)

Oculus Rift CV1

See also: Oculus Rift CV1

Oculus rift cv1 tracking volume1.png Oculus rift cv1 tracking volume2.png

100°H x 70°V (>18 feet range)

HTC Vive

See also: HTC Vive

Htc vive tracking volume1.png

120°H x 120°V (>21 feet range)

PlayStation VR

See also: PlayStation VR

Playstation vr tracking volume1.png

72°H x 45°V (15 feet range estimate)[1]

Commonly used positional tracking technologies

There are many different positional tracking technologies used to determine the exact position of the user inside the tracking volume and change the viewpoint accordingly. Such tracking helps to blur the line between virtual experiences and the real world.

Magnetic Tracking

Magnetic tracking uses a magnetic field and its rotation and strength in relation to a base station to very accurately measure movement and rotation. This technology has already been successfully implemented in devices such as Razor Hydra. This device allows players to experience PC games in a new way and interact with the game world in three dimensions. The biggest downside to magnetic tracking is the relative ease with which it can be disrupted by conductive materials near sensors.

Acoustic Tracking

Acoustic tracking works with multiple speakers and receivers placed in the environment. Acoustic signals are sent in precisely timed bursts. This time is subsequently used to calculate changes in distance and orientation. This type of positional tracking is highly prone to interference due to ambient noise.

Marker-less Optical Tracking

In those cases where the geometry of scene or object is already known, it is possible to utilize various object recognition methods to determine changes in real-time without the need to place any markers on the object.

References

  1. https://www.reddit.com/r/oculus/comments/41bm6s/vr_headset_tracking_volumes_visualised/