Therefore, the combination of motion capture technology and the VR industry has brought a technology that once faced the electronic consumer into the industry.
People need to generate action feedback on the scene in the virtual world, and even directly interact with some things in the scene. For VR, head movements can be captured by sensors in our helmets, but we need precise motion capture to achieve deeper levels of body capture.
What device to use to interact?
Judging from the current market state, VR I/O devices can be VR game controllers, controllers, and more direct-handed, data-sensing gloves.
For VR controllers, the HTC Vive has its own controller, the Oculus Rift has a Touch controller, and Sony's PlayStation VR relies on the PS Move handle.
HTC Vive Controller
These three input methods can all be referred to as VR input through optical vision. In other aspects, there are tripartite companies like Leap Motion that build solutions. They capture motion through computer vision. The disadvantage is poor accuracy.
In fact, motion capture has a very sophisticated use in movies.
Wear outfits with calibration points to achieve motion capture scenarios in the background of the curtain. For any Hollywood blockbuster you can think of, this is a very common form of film motion capture.
Such as the realization of the "Caribbean Island", "Narvana legend" kind of special-shaped body movements, facial expressions, etc.; to remove the use of computers to establish such a role, but also need to achieve through the image map face, mouth, eyes, nose and more detailed motion capture.
It can be easily understood as a process in which the actual performance is captured and then mapped to digital images of the measurements.
Theoretically, there are two main aspects of motion capture technology in the market, optical capture and inertia capture. The above capture is achieved through the optical capture of the calibration points. They often require the actors to wear performance clothing with calibration points, and also need to have calibration points on any equipment details that need to be matched.
In the face of more and more motion-capturing devices, even subtle facial movements will have nothing to do. However, such devices still have certain defects, such as the need for optical capture to control the light of the scene, a set of The more capture cameras, capture devices are also valuable.
Inertial capture
Optical devices such as HTC Vive use optical capture. However, more and more manufacturers (or solutions) are beginning to use another motion capture idea - inertial capture.
“Compared to optical motion capture, inertial motion capture has the advantages of no site limitation, short wearing time, and no fear of occlusion, and the accuracy has not lost optical movement to some extent. More importantly, inertial motion capture has more advantages than optical motion. The cost of catching is much lower, which provides the basic conditions for the popularity of inertial hunting.†Nuo Yiteng CTO Dai Ruoli once said.
The Nolit Group is working on inertial capture, including Perception Neuron and other products.
G-Wearables The inertial motion capture principle (they own the StepVR product) was described in detail earlier. The capture processing method is roughly the same as the optical motion capture data processing path: data is collected by the data acquisition device, and the data transmission device is processed by the data processing unit. Calculation and processing.
Wearing inertial sensor devices such as accelerometers, gyroscopes, and magnetometers at the important nodes of the moving object. The sensor device captures the motion data of the target object, including the posture and azimuth information of the body part, and transmits these data to the data transmission device. In the data processing equipment, after the data is corrected and processed, a three-dimensional model is finally established, and the three-dimensional model is made to move with the moving object truly and naturally. After processing, the mobile capture data can be applied in animation production, gait analysis, biomechanics, ergonomics and other fields.
In the motion capture system, three key sensor gyro sensors are used to handle rotational motion, accelerometers are used to handle linear motion, and magnetometers are used to handle directions. In an easy-to-understand way, the gyroscope knows “whether we turn aroundâ€, the accelerometer knows “how long we moveâ€, and the magnetometer knows “our direction of motionâ€. In the motion capture system there are three types of sensors Use their own special features to track the movement of the target object.
Of course, inertial capture is under optical capture in terms of accuracy, but it still has its existing value. In the face of smaller motion capture creative teams, it can have a good price, and the existing scene is more tolerant. While large-scale optical capture is common in the film industry, they are more accurate, which is also a very important indicator.
There are still many teams currently developing motion capture solutions like the three-way accessories Manus VR, which has become a hot topic nowadays.
The solution given by Manus VR is to do a pair of Bluetooth gloves. This pair of gloves is equipped with a digital sensor that can instantly sense the wearer's dynamic gestures and directly import relevant information into the VR environment. They can be bundled in the HTC Vive. VR head-display device.
Even now, there will be products combining inertial capture and optical capture. For example, Norit has previously released Project Alice, a virtual reality business solution supported by a hybrid gesture capture support. "Mix" refers to the combination of sensor-based inertial motion capture and optical motion capture.
Written at the end:
VR is definitely not just an optical device that magnifies the screen of a mobile phone, but it is definitely not a spectacles for playing panoramic video. These technologies are the true form of VR. In the future, VR will go further. Under the current pursuit and research and development, we believe that VR can really come to people's lives one day.
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