GMU:Critical VR Lab II - Lab Work/L.-E. Kuehr: Difference between revisions

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While I was able to set up and calibrate the controller in Unity, the captured motion was very inconsistent and jittery and the movement of the hand was limited. Since the camera had to be static the added value of the three-dimensionality was limited, using a VR-headset in combination with the Leap-controller might solve this problem.
While I was able to set up and calibrate the controller in Unity, the captured motion was very inconsistent and jittery and the movement of the hand was limited. Since the camera had to be static the added value of the three-dimensionality was limited, using a VR-headset in combination with the Leap-controller might solve this problem.
[[File:ImageCloud-Manipulation1.mp4|Hand Manipulation|735px]]
[[File:ImageCloud-Manipulation1.mp4|Hand Manipulation|735px]]
Another problem with manipulating the voxels is that the particle representations of the voxels are not part of the physics-world and cannot collide with the other objects. Every collision of every particle with every object has to be calculated in the compute-shader. While I was able to implement simple interaction with the center of one hand, I failed to implement a working collision for simple geometric forms in the compute-shader that was efficient enough to run every frame. This is possible, but GPU-collision is a difficult task that takes a lot more work than expected.
Another problem with manipulating the voxels is that the particle representations of the voxels are not part of the physics-world and cannot collide with the other objects. Every collision of every particle with every object has to be calculated in the compute-shader. While I was able to implement simple interaction with the center of one hand, I failed to implement a working collision for simple geometric forms in the compute-shader that was efficient enough to run every frame. This is possible, but GPU-collision is a difficult task that takes a lot more work than expected.
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