Difference between revisions of "Positional tracking"
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== Methods == | == Methods == | ||
* [[Camera-based tracking]] - This is used on the Oculus Quest and Meta Quest 2, 3, and Pro. This is used by the Intel T261 used in the [[Project North Star]]. An open source method is [[Basalt]]. | * [[Camera-based tracking]] - This is used on the Oculus Quest and Meta Quest 2, 3, and Pro. This is used by the Intel T261 used in the [[Project North Star]]. An open source method is [[Basalt]]. | ||
− | * [[Electromagnetic tracking]].<ref name=3duibook/> Electromagnetic tracking requires an external source. It gets jittery | + | * [[Electromagnetic tracking]].<ref name=3duibook/> Electromagnetic tracking requires an external source. It gets jittery when there is metal around, like a metal laptop computer. Magnetic tracking is typically wired, but it does not have to be. |
* [[UWB tracking]] | * [[UWB tracking]] | ||
* [[Inertial tracking]]<ref name=3duibook/> | * [[Inertial tracking]]<ref name=3duibook/> |
Revision as of 07:47, 8 September 2024
3D tracking is the tracking of an object's position, orientation, or pose in a three-dimensional space.
3D tracking can be done in a number of ways, including electromagnetic tracking and camera-based tracking.
Methods of camera-based tracking include SLAM and VIO.
In general, tracking is either 3DOF tracking or 6DOF tracking.
Methods
- Camera-based tracking - This is used on the Oculus Quest and Meta Quest 2, 3, and Pro. This is used by the Intel T261 used in the Project North Star. An open source method is Basalt.
- Electromagnetic tracking.[1] Electromagnetic tracking requires an external source. It gets jittery when there is metal around, like a metal laptop computer. Magnetic tracking is typically wired, but it does not have to be.
- UWB tracking
- Inertial tracking[1]
- Acoustic tracking[1]
History
3D tracking has been used for motion capture for 3D animated movies.
The 3DOF regime of cheap tracking was embraced by Oculus VR with the original Oculus Rift.
References
- ↑ Jump up to: 1.0 1.1 1.2 3D User Interfaces: Theory and Practice, 1st edition, page 97