![]() ![]() We tested again on different camera and objective and the result was same. Then we rotated camera back towards the green screen and it failed again. We rotated the camera to other side of the office and made the lens calibration against a background full of straight things (office doors, ceiling structures etc.) and it passed with low reprojection error. We were unable to pass through lens calibration every time our camera was pointing to our green screen (huge one, filling the whole image). Lens calibration algorithm should only look for the checkerboard, am I right? Background should be irrelevant to the algorithm, or so we thought. Then we found a hack and we were able to go pass through lens calibration. Reprojection error was always huge, regardless which camera and objective we were using. We just couldn’t get past lens calibration, we tried everything. There must be a bug in the calibration or it’s doing something that we are not expecting. We tested almost all combinations of those two cameras and three objectives and spent hours on the first step of the calibration - lens calibration. We tried three different objectives (7-14mm Olympos Pro, 12-40mm Olympos Pro and Sigma 30mm). We wanted to test two setups, wide angle from 2.5 meters on downward angle and a close-up. We tried two cameras (Blackmagic Pocket and Panasonic GH5). ![]() We had two Magewell USB Capture HDMI Gen 2’s and two PC’s for the test. We tested the calibration tool again few days ago, but the lens calibration phase is still a huge problem. Currently we have tested the MRC only with a Logitech C920 webcam. We are currently using Vive Pros with SteamVR 2.0 base stations and 2018 versions of Vive Trackers. I’m working full time on our project as a developer and I’m happy to help in any way I can. We will definitely need to have a camera with a tracker, so it’s nice to hear that the “No Tracking Attachment” bug is in the work queue. UE 4.21 is too far in the future, we have to go with the 4.20 EA version of the MRC. We plan to test a bunch of webcams and video capture devices in coming weeks with the said professional videographer, to find the best and most stable professional solution for the exhibition. Luckily the only supported video capture device is sold here where we operate and we also have one of the supported webcams at the office. MRC’s current device support list is understandable (at the current state), but makes things little bit trickier. We are using a professional videographer in the project. There is still room for improvements though. It allows us to use multiple cameras or computers very easily. We were very pleased to see how the calibration has done. We started with our own solution for the MR feature, but the early access version released with the UE 4.20 is much more advanced than our own tries and will save lots of work hours. We (the company I’m working for) are making a Mixed Reality application using Unreal Engine for an exhibition coming in October. Thank you for the MRC! Timing couldn’t have been better for us. ![]()
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