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Thread 106881054

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Anonymous No.106881054 [Report] >>106881130 >>106881328
question about mixed reality. if you have your hands being tracked and you want to apply a force to an object, is there a way from just visual data of the hand movement to detect how much force would be applied? like if i want to flick away a virtual screen panel, can the intensity of the flick being caught by external cameras be measured? positioning i understand via raycasting, but how do you gauge how fast you're moving and train the tracking system to see your hand is moving x meters per second with respect to the raycast?
Anonymous No.106881130 [Report] >>106881191
>>106881054 (OP)
Wym? Cant you just track it? Create a virtual clone of your hand and have it interact with the object with a physics engine.
The intensity of the flick is when it comes to virtual screen is better if its adjusted to what feels right/according to what feel youre going for.

>can the intensity of the flick being caught by external cameras be measured
that's like asking if hands can be tracked. of course they can. and the acceleration/velocity can just be figured out from positional data

I think interactions between hand and object should have it so the virtual hand simulates the weight of a hand/arm tho
Anonymous No.106881191 [Report] >>106881224
>>106881130
i thought that having a whole physics engine for the hands would be too taxing on a headset but it makes sense. i thought maybe some shortcut existed like using motion vectors.
Anonymous No.106881224 [Report]
>>106881191
Screens can be pinched and moved around just keep the velocity but with a decay if you want them to be flicked instead
Anonymous No.106881328 [Report]
>>106881054 (OP)

cameradata is always slightly of and moteur energy supply can jump vary in power malfunction or revert needs more inputs like audio and force feedback