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Team 1418 Oculus Rift Driver Station Interface Release
![]() On behalf of team 1418 I am happy to announce that we are releasing our Oculus Rift VR-UI as open source software! You can download the code and precompiled binaries at https://github.com/frc1418/2015-oculus. We also created a whitepaper that describes some of the features of the software and how the robot operator can use it to interact with our robot. The whitepaper is available as a Google Doc. Here is also a short video of our driver using the Oculus while stacking totes: https://www.youtube.com/watch?v=Z7iWpcFJDO4 We were disappointed when FIRST disallowed usage of Oculus Rift for competition use in 2015. As a result, development was discontinued on the software, and our Oculus interface is not as polished as we would have liked it to be. However, technologies like the Oculus Rift have huge potential in FRC, and I hope that you can see that the opportunities are endless with these types of cutting edge technologies. Many thanks to Unity Technologies and our team members for their generous donations that made this project possible! |
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Re: Team 1418 Oculus Rift Driver Station Interface Release
This was actually something that I was interested in trying to accomplish after this last year as a student on team 319. ( and I'm actually pretty jealous that you guys beat me too it!
)I'm defiantly going to take a look at this sometime both to see if I can learn anything from it, and because I've been dying to try messing with the rift and FRC together. Quick question however. If this WERE allowed within FIRST, wouldn't you still run into the issue of surpassing the feild broadcast data limit (2mb/s I believe?) As the rift runs "comfortably" at 75htz? |
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Re: Team 1418 Oculus Rift Driver Station Interface Release
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Re: Team 1418 Oculus Rift Driver Station Interface Release
The camera limit is actually 7Mb/s, and you end up with maybe 5Mb/s available for use with a camera. Despite that the Oculus has a 75Hz update rate, you don't necessarily have to update at that rate. But, it certainly is a limitation. Our thought is that the HUD element of this would be more useful, and that's why we mounted a camera on the Rift directly so the operator would be aware of their surroundings. Because there's no bandwidth limitations, the camera works pretty well and with a little more work could probably be streamed with unnoticeable latency.
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