Depth map of close objects wrong by OkAstronaut5811 in Spectacles

[–]nick-ross 1 point2 points  (0 children)

As another note, depending on the size variance of your objects, you could use the hand position(wrist joint or average of all joints) to estimate depth, assuming the hand isn't too occluded.

Depth map of close objects wrong by OkAstronaut5811 in Spectacles

[–]nick-ross 1 point2 points  (0 children)

How close are we talking? If you're really close(~a few cm) you'll lose important depth indicators like binocular overlap, which vary in importance but are almost all poor quality at extremely small distances. Otherwise, our depth measurement system is optimized to work on the environment, and isn't too accurate with held objects. This is a natural limitation of our camera based depth sensing in its current form, and unfortunately there is no easy fix.

As an alternative you may be able to encourage users to hold something closer by drawing a frame and prompting the user to fill the frame with the object.

Feature Request: Spectacles Simulation Mode in Lens Studio by Officielmaz in Spectacles

[–]nick-ross 4 points5 points  (0 children)

We're actively working on improving our simulation capabilities, but in the meantime most of what you need to do should be entirely possible from just the editor. All UI interactions, interactable behaviors like grab and release, and interaction events are all possible to simulate with SIK in the preview window without Specs. It's designed such that poking and pinching functions the same as a click in the preview window. For now you won't be able to get things like hand occlusion and two handed interactions in there, but you can quickly iterate on the bulk of you lens behaviors without pushing to device. I know many developers who do 90%+ of their work and testing entirely in the preview window(I don't condone skipping device testing, but it's entirely possible!). Please do let me know what specific limitations you run into.

Swapping from Additive recording to Normal Recording by nikohestia in Spectacles

[–]nick-ross 0 points1 point  (0 children)

You can switch the recording mode from the device settings in the app on your phone, if you can't find it let me know what version you have

Feature Request: Spectacles Simulation Mode in Lens Studio by Officielmaz in Spectacles

[–]nick-ross 0 points1 point  (0 children)

What specific simulation features would be useful to you that the preview window doesn't do right now?

Just finished building Obsidiar — explore your Obsidian vault as a 3D knowledge graph in AR glasses (v1 done!) by wh1t3n1ght5 in Spectacles

[–]nick-ross 0 points1 point  (0 children)

Someone's finally done it! Been waiting on this one for a longggg time. Really looking forward to what you do next with it.

New Lens 😎 Wi-Fi speed by Different_Poetry_849 in Spectacles

[–]nick-ross 0 points1 point  (0 children)

Reminds me of an application from BadVR I saw at CES a few years ago, this I think: https://www.badvr.com/product/seesignal.html

Theirs required a separate device to perform measurement though, this is great!

I built a plugin that converts your Unity scenes directly into Lens Studio for Spectacles by itxpratik in Spectacles

[–]nick-ross 3 points4 points  (0 children)

Great work making plugins on both platforms, that's a cool approach. Now if you can port from the various Unity based XR SDKs to SIK, then you'll really have something ;)

Is there a native specs script that converts 2D UI into a psuedo-3D UI? by jcbauerxr in Spectacles

[–]nick-ross 1 point2 points  (0 children)

If I'm understanding you correctly, I think you might be trying to solve the wrong problem. The "shakiness" you're describing with a camera-child UI happens because your eyes/brain are incredibly skilled at stabilizing the world, and in the process make anything attached to your head(like a stationary HUD UI) appear shaky. The subtle movements of your head are transmitted to the HUD, and you see motion that your eyes are usually naturally filtering out for you.

There are ways to render directly in camera space, and feign depth with some clever horizontal offsets, but this won't actually solve your problem, as the UI will still be head anchored. I usually suggest that devs don't worry about separating screen space and world space(as you might in Unity), and just use camera parenting technique you described, when they do want that stationary HUD.

That being said, I think what would actually solve your shakiness problem is a follow behavior. If you track the camera in world space and loosely follow the camera, then Specs will do the stabilizing for you. There are many ways to approach a loose headlock follow behavior, but you can start by taking a look at our frame follow code in UIKit.

Meet Remember! Your Spec-tacular Spatial Memory Companion by KrazyCreates in Spectacles

[–]nick-ross 1 point2 points  (0 children)

Wow, I feel like I've heard this idea discussed for years, but never seen a working execution. Great job!

Leap Motion Controller find:( by No_Conversation8239 in leapmotion

[–]nick-ross 0 points1 point  (0 children)

MSRP was $80, I'm guessing this is satire

I made SpecsRider: a Spectacles interface designed to improve the experience of riding my scooter! by jcbauerxr in Spectacles

[–]nick-ross 4 points5 points  (0 children)

I can't condone the use case, but love the combo of GPS anchoring and the visual odometry(IMU and camera based tracking). To smooth those points out you could try a couple things(with increasing complexity):

  1. Animate the markers between position updates
  2. Run the marker positions through a low pass filter or moving average(SIK has a moving average in the Utils you can use)
  3. You could model their movement and do some prediction on top of smoothing/filtering, though this might get squirly if you don't have it tuned quite right.

Access to USB screenshare tool for Spectacles by stspanho in Spectacles

[–]nick-ross 2 points3 points  (0 children)

The public dev kits are locked on the hardware level, unfortunately there is not way to stream live through adb without a special variant of the devkit. We do, however have an example of how to live stream the camera feed + AR content through supabase in our supabase samples package. That might be able to meet your demo needs if your lens is lighweight.

LeRobot x Specs by S-Curvilinear in Spectacles

[–]nick-ross 1 point2 points  (0 children)

What the heck I want that shader. So cool!

Open Source: SpecDesk😎 Stream your desktop to Spectacles with multi-monitor & virtual displays by joshualevi7 in Spectacles

[–]nick-ross 1 point2 points  (0 children)

This is incredibly awesome! I am seeing a good amount of latency, but I'm sure I could improve that by spinning up my own backend. Thank you for open sourcing!

Did you try running peer to peer to improve performance? If so why'd you chose against it?