KAVE

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0 # leonardo 2018-05-11 07:59
Hi , i'm a student of an High school in Milan,Italy.

I really love your Kave project , i'd like to ask you some example project or example scene just to write my research. Thank you
I don't really understand how it works, i downloiaded the unity package and the calibration software but when i build it doesn't work.
Can you help me?
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0 # Afonso Gonçalves 2018-05-11 11:15
Hello Leonardo, thank you for your interest in the KAVE.

You can find the whole public repository of the project here https://bitbucket.org/neurorehablab/kave/overview, the most up to date branch is "develop".

You can download "KavePackageKinect_v3.03_Full.unitypackage" from https://bitbucket.org/neurorehablab/kave/downloads/, this unity package includes a demo scene and it is calibrated to our 2.8m x 2.8m x 2.2m setup with 4 projectors.

If you only have one screen (or less than 4) you have to change the calibration file to match your setup otherwise the build will send images to 4 displays and because you have less than that nothing will appear on the screen.

You can generate this file using our calibration software and then just put it in the "Streaming Assets" folder.
If you are just using 1 screen with the Kinect on top of it just rename the "calibration-screen.xml" file in the "Streaming Assets" folder, included in the package, to "calibration.xml" and it should work immediately.

Please understand that this project is dependent of having a Kinect v2 (from XBox One) and its SDK installed in your computer.

If you have any issues or questions please just leave a comment.
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0 # Volker 2018-10-09 22:52
Hi Alfonso
Thanks for sharing Kave with the community, loks really interesting.

I tried to use it for a single screen fishtank VR style art project, in principle it works, with the demo scene (kinect is recognised and does track the viewer), but the camera view is not as expected.
Hard to explain, so I posted a video on vimeo here:

https://vimeo.com/294252055
The calibration file is based on the calibration_screen.xml, and i adjusted the settings for my setup (screen size, kinect position), see below.
Any idea what I'm dong wrong? I'm using Unity 2018.2.



0
0.96
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5
180
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0
1.38
0
0
0
0
1.3
0.74
0.01
1
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0 # Afonso Gonçalves 2019-03-04 15:38
This was due to a FOV angle that was being erroneously calculated as negative, Unity 2017 was ignoring the negative sign so everything worked well. In Unity 2018 negative FOVs are rounded to the lowest non negative value, 0, so only a pixel was being captured by the camera. I corrected the code so that the FOV is now correctly calculated.
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0 # Dmitriy 2019-03-04 10:09
Hello! As we understand, we need to have a unity 3d PRO license to use your asset, because you’ve wrote that we must download pro packages from Microsoft sdk page. Is it so? Can we use free version of unity? Or personal, for example?
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0 # Afonso Gonçalves 2019-03-04 11:47
Hello Dmitriy,

Sorry for the confusion.

You can use the personal and free version of unity to use this asset, and the required Microsoft "pro" packages.
You do not need to have the pro version of Unity.

Microsoft's Kinect "Unity Pro packages" will run on the free version. The reason why they were named "Pro" is because when they were released you needed the pro version of unity to import the .dlls, that is no longer the case but they never updated the names.

I hope you are successful, if you have any more questions please leave a follow up comment.
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0 # Dmitriy 2019-03-04 12:28
Great! Thank You very much!
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0 # Dmitriy 2019-03-04 11:20
One more question. What kind of projectors do we have to use? What is their resolution? Focus? Projection distances and do on. May be You have special parameters for this kind of devices.
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0 # Afonso Gonçalves 2019-03-04 15:03
To use this software there are no requirements in term of projector parameters, it also works with normal flat screens (although the calibration software does not support this calibration type, it was only developed for projectors).

What projectors are better for you will depend on what kind of setup you plan to have. If it is a first experience any projector will do.

In our CAVE setup we use 4x Optoma GT1080, which are full HD and have a short throw ratio (this helps in having the projectors close to the wall and avoid shadows from the users), these are pointed toward 3 walls 2.8 m wide by 2.2 m tall, and the 2.8 m by 2 m floor. The projectors are at distance, from their respective projection surfaces (walls and floor), of around 2.5 m, this distance is enough to make sure the projection encompasses the whole surface.
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0 # Dmitriy 2019-03-04 17:48
And what about the image quality. It’ll be not absolutely look like a real world around. Is it so? Full he on such large surfaces looks not enough to be a really awesome image from such a small distance.

Moreover, how can we calibrate a large screen for parallax effect? Or can we change parameters, such as distance and so on?
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0 # Afonso Gonçalves 2019-03-06 10:40
Yes, that is true for any projection. Projecting on very large surfaces, while keeping the resolution constant, will lower the pixel density ppi/ppcm. In our CAVE with full HD projectors, on 2.8 m by 2.2 m walls we estimate 4 pixels per centimeter. This becomes more noticeable to the user the closer they get to the walls.

The plugin also works in normal flat screens, not only in projectors. Unfortunately the calibration software was not developed to calibrate for those setups. I just recently answer a similar question about how to calibrate for screens on a youtube comment, you can find it here: https://www.youtube.com/watch?v=TcIiOqlwryA
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