Inside Look at Valve's New Lighthouse Tracking System
hizook.com
hizook.com
http://en.wikipedia.org/wiki/Light_gun#Cathode_ray_timing
The basic mechanism in both cases is measuring the time taken for a patch of light that is steadily moving from a start point to become visible to a detector, and then using knowledge of the scan rate and the geometry of the detector to calculate orientation.
Valve's system is considerably more advanced than Nintendo's, of course. But then they have had twenty years to work on it (i think that's about two and a half years in Valve Time).
(Technical Illusions being the company of Jeri and Rick, who left Valve taking the Augmented Reality tech with them.
Jeri Ellsworth basically built the Valve hardware division. Valve worked on AR and VR simultaneously and then canned the AR stuff. Gabe let Jeri take the AR stuff when that happened.
An interesting story that I've oversimplified. I think it was on an AmpHour podcast but don't quote me.)
The Lighthouse system, on the other hand, is a full volume tracking system that can be expanded to cover any volume of space. So I could walk around a room and no matter where I am or where I'm looking, I can determine my location and orientation.
Yeah, although to clarify, it's not the mat per se, it's the tracking marker. (Seen here, bottom picture, as it's the same one for the wand: https://www.kickstarter.com/projects/technicalillusions/cast...
There's a wand PCB and a wand on there too, they aren't part of the marker.)
The tracking marker is also covered in retro-reflective material, but it's not part of the mat itself. Relevant because there are clip-on adapters to turn the castAR goggles from AR to VR, and you don't need the mat for VR.
It may not be the final version, as the tracking system has gone through a few upgrades and tweaks already according to the updates.
Similarly, if you used several emitters to circumvent above problem you'd run into aliasing issues and you'd have to engineer the system such that different emitters can be clearly distinguished from each other.
The low latency is a big deal though. See-through AR is a particularly hard nut in terms of latency because just the slightest bit of it can completely destroy the experience (overlay images lagging behind real world), unlike VR where all the photons come from one source and some latency is tolerable.
It also sounds like they have a multiple device fix available, the only question being can they devise a way to synchronize two of the devices without requiring the user to do any measurements.
It mentions in the article that the light is modulated to permit multiple transmitters, so this seems pretty robust.
they also have sub millimeter accuracy, to the point that people can pick up physical objects mapped in 3d space, which was how valve demoed picking up the vive controllers whilst you had the helmet on, so you saw the controllers in the 3d space, and they were exactly where they were in meatspace.
if not, why not?
I think that was the initial strategy, but now they are going with a timing based or modulation based solution, and that's why the controllers, which were developed later, don't have occlusion pits. In this interview with Alan Yates of Valve, he mentions timing, modulation, the role of the LED array, and getting rid of the wire between lighthouses: https://soundcloud.com/hackertrips/alan-yates-of-valve-talks...
Time of flight as you describe could work at the transmitter, but could not work at the Lighthouse receiving photodiode. To measure time of flight, you need to know (very precisely) when the light was initially transmitted. The synchronization flash is insufficient for this, as an error of just 1ns results in a 1ft error -- modulation or not. Even with modulation, the receiving photodiode doesn't have another signal with which to compare for ToF measurements.
Normal laser rangefinders are transmitting the light (modulated), and looking for the reflected return (modulated) at the same location as the transmitter. They use a PLL to determine the phase difference between the TX and RX (modulated) signals -- since the transmitter has both versions readily at hand. The phase difference corresponds to a time difference => distance. Note that the "reflector" (where the photodiode sits in Lighthouse) is not part of the equation.
In other words, laser rangefinder ToF measurements require coherent demodulation at the location of transmission.
I was telling GP, (1) how Lighthouse cannot use time of flight, and (2) how time of flight works for laser rangefinders.
This only requires knowledge of the subcarrier modulation frequency, as any diode can be picked as the reference and the others matched to it. This isn't an ideal way of doing distance measurement because noise will greatly effect the estimate, but it's certainly do-able.
What do you mean by this? The light itself is not at MHz frequency, just the modulation of its intensity. It is infrared, which is ~700nm => 100s of THz.
If you were to directly compare unmodulated light (the light's phase), then you'd actually be creating an interferometer. The distance measurement would be ambiguous beyond 1 wavelength (a very small value!). For example, you might measure a difference of 0.3\lambda, but you don't know how many full wavelengths away you are on top of that. So you might be 10um or 5000010um away. This is where modulation helps.
I was responding to the GP: "You would be able to get some distance information via the modulation on the signal." I was telling GP, (1) how Lighthouse cannot use time of flight, and (2) how time of flight works for laser rangefinders, where modulation is actually used for ToF measurements.
I think the precision should be on the order of ~ (A/D relative precision) * (wavelength), so for mm accuracy you need an A/D converted with more then 10^(-9) precision (that is, a >30 bit D/A), which I don't think is cheap (but doable perhaps?). The other problem is this conflicts greatly with multipath and other kinds of interference.
For example, you could (naively) estimate distance using two photodiodes if you knew that they were separated by 5cm. If the difference in measured angles is small, they're far away. If it's large, then they're near. (The full 6-DoF situation is a little more complex, but the same idea.)
http://www.reddit.com/r/oculus/comments/35kymh/valves_alan_y...
> It can actually (poorly) track a moving object with just one sensor and one base station... We didn't expect this at all, it is not immediately intuitive, but even 2D simulations display this behavior. If you can tell me why, really why, you should apply for a job at Valve. :)
(Apparently 5 sensor hits are required for a proper fix.)
big photodiodes = longer pulses the closer you are to base station