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OSVR Software Framework
Ryan A. Pavlik, PhD (Sensics, Inc.)
CONVRGE OSVR Tech Talk – 19 April 2015
A View of the System
Close-Up of Plugin Side
Close-up of App Side
An app asks for resources by “semantic
name”
/me/hands/left
/me/hands/right
/me/head Rendering
World Interaction
Actually, a “semantic path” (like a good URL)
/left
/right
Rendering
World Interaction
/me
/head
/hands
So what?
●
This is a higher-level API: the game asks for what it wants
by its meaning, not by its data source
– Left hand position, not tracker data from Hydra sensor 0
●
So we can make sure the game gets the data with the
suitable meaning, with a variety of hardware
●
To find the actual data source, we must look at another
part of the path tree...
Device driver in plugin
/com_osvr_Multiserver /OSVRHackerDevKit0 /tracker /0
Plugin Device Interface Sensor
Add another input device
/com_osvr_Multiserver /OSVRHackerDevKit0 /tracker /0
Plugin Device Interface Sensor
/RazerHydra0
/tracker
/0
/1
/button
/0
/1
/2
...
/analog
/0
/1
/2
...
green: actual data sources
(some left out - the Hydra
has a lot of data!)
/com_osvr_Multiserver
aliases!
/RazerHydra0
/tracker
/0
/1
/button
/2
...
/analog
/0
/1
/2
...
/semantic
/left
/right
_osvr_Multiserver
association!
/RazerHydra0
/tracker
/0
/1
/button
/0
/1
/2
...
/analog
/0
/1
/2
...
/semantic
/left
/right /trigger
/1
...
/com_osvr_Multiserver /RazerHydra0
/tracker
/0
/1
/semantic
/left
/right /trigger
/1
/left/me /hands
/com_osvr_Multiserver/RazerHydra0/tracker/0
/com_osvr_Multiserver/RazerHydra0/semantic/left
/me/hands/left
Original data
gets a friendlier name
and is designated as the source
of your left hand position/orientation.
World Interaction
Your game now uses your hand movements
to interact.
/com_osvr_Multiserver
/RazerHydra0
/tracker
/0
/1
/semantic
/left
/right /trigger
/1
/OneEuroFilter0
/tracker
/0
"analysis" - filter/smooth data
/1
/semantic
/left
/right
/com_osvr_Multiserver
/RazerHydra0
/tracker
/0
/1
/semantic
/left
/right /trigger
/1
/left/me /hands
/OneEuroFilter0
/tracker
/0
/1
/semantic
/left
/right
Ah, that's better tracking!
/com_osvr_Multiserver/RazerHydra0/tracker/0
/com_osvr_Multiserver/RazerHydra0/semantic/left
/me/hands/left
/com_osvr_Multiserver/OneEuroFilter0/tracker/0
/com_osvr_Multiserver/OneEuroFilter0/semantic/left
Original data
gets a friendlier name
then serves as input to a smoothing filter.
That filter produces smooth tracker data
which also gets a friendly name
before being finally designated as the source
of your left hand position/orientation.
World Interaction
Your game now uses your hand movements
to interact, without worrying about the previous
steps (or even knowing).
And thus...
●
You can in fact use anything with data resembling a
tracker to provide /me/hands/left, now or in the future,
even with a game from today.
●
Generalizes to:
– many different devices (including VRPN support!)
– any conceivable analysis plugin(s)
– whatever semantic names come into common usage
Or, for instance,
/com_osvr_Multiserver/OSVRHackerDevKit/tracker/0
/com_osvr_Multiserver/OSVRHackerDevKit/semantic/HMD
/me/head
Original data
gets a friendlier name
and is designated as the source
of your head orientation.
RenderingThus, you now have head tracking in your game.
/com_osvr_OpenCVCamera /Camera0
/imaging /0
/semantic /ir
/head/me
/VisionTracker0
/tracker /0
/semantic /hmd
/com_osvr_LEDPositionalTracking
Notice - different interface class!
/com_osvr_OpenCVCamera/Camera0/imaging/0
/com_osvr_OpenCVCamera/Camera0/semantic/ir
/me/head
/com_osvr_LEDPositionalTracking/VisionTracker0/tracker/0
/com_osvr_LEDPositionalTracking/VisionTracker0/semantic/HMD
Camera data
gets a descriptive name
and is used as input to a software module that
performs optical tracking. This produces tracking data
which also gets a friendly name
before being finally designated as the source
of head tracking.
Rendering
Your game now has positional tracking as well as
orientation, if desired, for your head
For more information:
●
OSVR developer portal
●
osvr.github.io
●
Sensics – Founding contributor to OSVR, experts working in VR/AR for
over a decade
●
www.sensics.com

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OSVR Software Framework - Core - April 2015