Thank you so much for continuing to share your findings and ideas to help VR move forward, I cannot OVERSTATE *wink* my appreciation that someone is doing this publicly 🙏🏻 I’ll be sure to reference this, and other stuff you’ve shared, in future content when applicable,
Great stuff! I hope we'll see more software have this as a steady-cam option in the future. Would love to see what it looks like with even just some dead-simple exponential smoothing on the view vector.
Thanks! Yes, I'm itching to try some smoothing ideas right now. One issue that always bugged me is that low-pass filters necessarily introduce lag; the more smoothing, the more lag. I don't want the virtual camera continuously chasing the headset view. But I've been doing a lot of work with Kalman filters recently, such as implementing the VR compositor's vsync time estimator for example, and I'm curious whether there's a way to smooth the derivative state of the system, i.e., the linear and angular velocities, by attributing them with a lot of measurement noise, while using the dynamic nature of the filter to keep the smoothed orientation following the estimated smoothed headset orientation with little to no lag. Just spitballing at this point.
Thank you so much for continuing to share your findings and ideas to help VR move forward, I cannot OVERSTATE *wink* my appreciation that someone is doing this publicly 🙏🏻 I’ll be sure to reference this, and other stuff you’ve shared, in future content when applicable,
great work, been following you since your first video with the kinect camera 3D campture of you and your coffee cup. Keep it going !!
Thank you! Always love your presentations.
Would be super to have this built right into SteamVR! Great stuff!
I'm surprised that it isn't, to be honest. What I show here is very easy to implement, and it really does come for free.
That should be an option for all headset mirroring.
Great stuff! I hope we'll see more software have this as a steady-cam option in the future. Would love to see what it looks like with even just some dead-simple exponential smoothing on the view vector.
Thanks! Yes, I'm itching to try some smoothing ideas right now. One issue that always bugged me is that low-pass filters necessarily introduce lag; the more smoothing, the more lag. I don't want the virtual camera continuously chasing the headset view.
But I've been doing a lot of work with Kalman filters recently, such as implementing the VR compositor's vsync time estimator for example, and I'm curious whether there's a way to smooth the derivative state of the system, i.e., the linear and angular velocities, by attributing them with a lot of measurement noise, while using the dynamic nature of the filter to keep the smoothed orientation following the estimated smoothed headset orientation with little to no lag. Just spitballing at this point.
Honestly something like a 1€ filter would probably work well to apply smoothing while staying close?
Chances are you're right.
Any updates on applying smoothing to the virtual camera's orientation?