Salta al contenuto principale

Modifiche al passo #5

Modifica in base a Evan Noronha-

Modifica approvata da Evan Noronha

Eliminato
Aggiunto
Invariato

Righe Passo

[* black] We cant help but experience a little [guide|60612|déjà vu|stepid=126454|new_window=true] as we unmask our latest subject.
[* black] Pulling back the outer shell on the Vive reveals a number of sensors—32 to be precise.
[* black] These photodiodes take in IR light from the two Lighthouses as their lasersthey flash and sweep light across the room, then calculateroom. This enables a connected PC to [https://www.youtube.com/watch?v=J54dotTt7k0|calculate the headset's positionposition|new_window=true] and orientation in space as a function of the time it takes for adjacent sensors to receivebetween receiving the emissionflash and the following IR laser sweep.
[* icon_note] This method is the exact opposite of the head-tracking technique found in the Oculus Rift. In the Rift, the desk-mounted camera tracked the IR emitters in the headset, whereas in the Vive, the headset trackssees light from the mounted IR emittersemitters without actually "tracking" its location.
[* black] These photodiodes take in IR light from the two Lighthouses as their lasersthey flash and sweep light across the room, then calculateroom. This enables a connected PC to [https://www.youtube.com/watch?v=J54dotTt7k0|calculate the headset's positionposition|new_window=true] and orientation in space as a function of the time it takes for adjacent sensors to receivebetween receiving the emissionflash and the following IR laser sweep.
[* icon_note] This method is the exact opposite of the head-tracking technique found in the Oculus Rift. In the Rift, the desk-mounted camera tracked the IR emitters in the headset, whereas in the Vive, the headset trackssees light from the mounted IR emittersemitters without actually "tracking" its location.