Set-up Instructions for Vrui with HTC Vive Head-mounted Display

It’s been more than two years since the last time I posted set-up instructions for Vrui and HTC Vive, and a lot has changed in the meantime. While Vrui-5.0 and its major changes are still not out of the kitchen, the current release of Vrui, Vrui-4.6-005, is stable and works very well with the Vive. The recent demise of our CAVE, and our move towards VR headsets until we figure out how to fix it, have caused a lot of progress in Vrui’s set-up and user experience. The rest of this article contains detailed installation and set-up instructions, starting from where my previous step-by-step guide, “An Illustrated Guide to Connecting an HTC Vive VR Headset to Linux Mint 19 (“Tara”),” left off.

If you did not follow that guide and its prerequisite, “An Illustrated Guide to Installing Linux Mint 19 (“Tara”),” this one assumes that you already have:

  • a “gaming” or “VR ready” PC with a powerful Nvidia GeForce graphics card,
  • a full installation of a 64-bit Ubuntu-based Linux operating system, e.g., Ubuntu or Linux Mint, with the MATE desktop environment,
  • proprietary drivers for the Nvidia graphics card installed and working,
  • head-mounted display filtering disabled in the graphics card driver,
  • and a working installation of SteamVR.

If you use a Linux distribution that is not Ubuntu-based, such as my own favorite, Fedora, or another desktop environment such as Gnome Shell or Cinnamon, you will have to make some adjustments throughout the rest of this guide.

This guide also assumes that you have already set up your Vive virtual reality system, including its tracking base stations, and that your Vive headset is connected to your PC via HDMI and USB (I will publish a detailed illustrated guide on that part soon-ish). Continue reading

An Illustrated Guide to Connecting an HTC Vive VR Headset to Linux Mint 19 (“Tara”)

Running Vrui-based applications in glorious VR on an HTC Vive head-mounted display requires some initial set-up before Vrui itself can be installed and configured. This step-by-step guide will build upon an already-installed Linux operating system with high-performance graphics card drivers, specifically upon the current (as of 12/17/2018) version 19, code-named “Tara,” of Linux Mint, one of the most popular and user-friendly Linux distributions. This guide picks up right where the previous one in this series, “An Illustrated Guide to Installing Linux Mint 19 (“Tara”),” left off.

If you did not follow that guide, this one assumes that you have a “VR ready” or “gaming” PC with a powerful Nvidia GeForce graphics card, an installation of the 64-bit version of Linux Mint 19 (“Tara”) with the MATE desktop environment, and the recommended proprietary Nvidia graphics card driver. And an HTC Vive VR headset, of course.

Graphics Card Driver Set-up

Using a Vive headset with Vrui requires a change to the Nvidia graphics card driver’s configuration. Nvidia’s driver scans connected display devices for known VR headsets, and hides detected headsets from the desktop environment. This does make sense, as headsets are not standard monitors, and it would be awkward if windows or dialogs were to show up on a headset’s display. That said, here’s one relatively large quibble: headset filtering should happen earlier during the boot sequence, not just when the graphics card driver is loaded. As it is, headsets are still enumerated during boot, meaning that boot screens, BIOS menus, boot menus, etc. often show up on the headset, causing real problems. Anyway, carrying on.

Unfortunately for Vrui, there is currently no way to activate a hidden headset from inside an OpenGL-based VR application. For the time being, this means headset filtering in the driver needs to be disabled. To do so, open a terminal window (click on the terminal icon in the panel along the bottom screen edge, or right-click anywhere on the desktop and select “Open in Terminal” from the pop-up menu), enter exactly the following command into it (also see Figure 1) and press the Enter key (the $ sign indicates the terminal’s input prompt; don’t type it):

$ sudo xed /usr/share/X11/xorg.conf.d/50-Vive.conf

Figure 1: Creating a configuration file fragment using the xed text editor.

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An Illustrated Guide to Installing Linux Mint 19 (“Tara”)

The first step towards installing any Vrui-based software, including the Augmented Reality Sandbox, is installing some version of the Linux operating system on a new computer, which might sound like a daunting proposition to those who have never done that kind of thing before, but is actually very straightforward. This guide will be using the current (as of 12/17/2018) version 19, code-named “Tara,” of Linux Mint, one of the most popular and user-friendly Linux distributions.

Hardware Requirements

As this guide is geared towards installing and running Vrui-based 3D graphics applications, it assumes that the computer onto which Linux is to be installed is some type of “gaming” or “VR ready” PC, containing an Nvidia GeForce graphics card. The exact model of graphics card, as well as the exact model of CPU, amount of main memory, and hard drive size are not really important (that said, to run 3D graphics applications effectively, the PC should have a recent CPU, at least 4GB of main memory, and at least 60GB of hard drive space). While AMD/ATI graphics cards are otherwise perfectly serviceable, they have traditionally had inferior Linux driver support, and therefore Vrui and Vrui applications have not been tested on them in quite a while. In other words, we do not recommend them for these purposes.

Preparation

Before installing Linux, one needs to download an installation image for one’s chosen Linux distribution and flavor, and copy it to an installation medium, like a CD/DVD or USB stick. For this guide, we will be using the 64-bit version of Linux Mint 19 (“Tara”), with the MATE desktop environment. The page in the preceding link offers a 1.9GB disk (“iso”) image via a wide selection of download sites all over the world. Click the link for the site that is located most closely to you, and wait for the download to finish.

The next step is to “burn” the downloaded disk image file to an installation medium. Instructions for several operating systems and media types can be found on the Linux Mint site.

Base System Installation

If the installation medium created in the previous step is a USB drive, plug it into a USB port on the new computer before turning it on for the first time. If it is a CD/DVD, turn the computer on first, and then insert the medium as quickly as possible.

The next step is to tell the computer to boot from the installation medium instead of from its internal hard drive. There is usually a key that needs to be pressed shortly after powering on the computer; typically either the “Delete” key to enter the computer’s BIOS, or “F8” to enter a boot menu. If this does not work on the first try, and the computer “hangs” or boots into whatever operating system was previously installed on it, don’t wait until it finishes booting — just turn it right back off (or press the reset button if it has one) and try again. We are going to erase any previous operating system anyway, so there’s no harm. However, do wait for about 20-30 seconds between turning the computer off and on again to avoid any danger of electrical damage. If neither the “Delete” nor “F8” keys work, look in the computer’s manual or online for the correct key sequence. Amazingly, finding the correct key to boot from the installation medium is by far the most difficult step of installing Linux Mint.

Once a BIOS screen or boot menu show up, select to boot from the installation medium. From there, it will take a few seconds to boot into a “live” Linux Mint environment, see Figure 1.

Figure 1: Linux Mint’s “live” installation environment.

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Running Linux on HP Spectre x360

Computer reviews aren’t my thing, but for this one I had to make an exception. My 3.5 year old laptop, the HP Spectre x360 I had scored as swag at the 2015 Microsoft Build conference, suddenly died a few months ago. I had taken a liking to that thing, so when I had to leave for a conference in early November, and realized I should probably bring a laptop with me, I decided to replace it with the current version of the same model. Fortunately they had one in stock at my neighborhood Best Buy (alas, only the silver one and not the pretty black and gold one), so I was able to pick it right up.

I then had the bad idea to search online for Linux support on the x360 after already having bought it, and was dismayed by what I found. A lot of people reported poor performance, too-hot-to-handle operating temperatures, and very poor battery life. Not having much of a choice at that point, I decided to go ahead anyways and install Fedora 28 on it, the then-current release of my go-to Linux distribution. Long story short: installation was a breeze, everything worked out-of-the-box, performance is great, the laptop runs barely warm, and battery life is awesome (so awesome, in fact, that I initially thought the readings were wrong). In order to provide a counter-narrative to those other reports, this is my experience of installing and running Linux on a 2018 HP Spectre x360. Continue reading

Hacking the Oculus Rift DK2, part IV

Link

Note: This is part 4 of a four-part series. [Part 1] [Part 2] [Part 3]

I caved and uploaded a snapshot of the current optical tracking sources, including a pre-release snapshot of upcoming Vrui-3.2-001 (please don’t use it outside of the tracking project; it’s bound to change some before it’s really released), to github: http://github.com/Doc-Ok/OpticalTracking.

Hacking the Oculus Rift DK2, part III

Note: This is part 3 of a four-part series. [Part 1] [Part 2] [Part 4]

In the previous part of this ongoing series of posts, I described how the Oculus Rift DK2’s tracking LEDs can be identified in the video stream from the tracking camera via their unique blinking patterns, which spell out 10-bit binary numbers. In this post, I will describe how that information can be used to estimate the 3D position and orientation of the headset relative to the camera; the first important step in full positional head tracking.

Figure 1: Still frame from pose estimation video, showing a 3D model of the DK2’s headset (the purple wireframe) projected onto a raw 2D video frame from the tracking camera based on reconstructed position and orientation.

3D pose estimation, or the problem of reconstructing the 3D position and orientation of a known object relative to a single 2D camera, also known as the perspective-n-point problem, is a well-researched topic in computer vision. In the special case of the Oculus Rift DK2, it is the foundation of positional head tracking. As I tried to explain in this video, an inertial measurement unit (IMU) by itself cannot track an object’s absolute position over time, because positional drift builds up rapidly and cannot be controlled without an external 3D reference frame. 3D pose estimation via an external camera provides exactly such a reference frame. Continue reading

Hacking the Oculus Rift DK2, part II

Note: This is part 2 of a four-part series. [Part 1] [Part 3] [Part 4]

The final update/edit to my previous post was to report that I had managed to synchronize the DK2’s tracking LEDs to its camera’s video stream by following pH5’s ouvrt code, and that I was able to extract 5-bit IDs for each LED by observing changes in that LED’s brightness over time. Unfortunately I’ll have to start off right away by admitting that I made a bad mistake.

Understanding the DK2’s camera

Once I started looking more closely, I realized that the camera was only capturing 30 frames per second when locked to the DK2’s synchronization cable, instead of the expected 60. After downloading the data sheet for the camera’s imaging sensor, the Aptina MT9V034, and poring over the documentation, I realized that I had set a wrong vertical blanking interval. Instead of using a value of 5, as the official run-time and pH5’s code, I was using a value of 57, because that was the original value I found in the vertical blanking register before I started messing with the sensor. As it turns out, a camera — or at least this camera — captures video in the same way as a monitor displays it: padded with a horizontal and vertical blanking period. By leaving the vertical blanking period too large, I had extended the time it takes the camera to capture and send a frame across its host interface. Extended by how much? Well, the camera has a usable frame size of 752×480 pixels, a horizontal blanking interval of 94 pixels, and a (fixed) pixel clock of 26.66MHz. Using a vertical blanking interval of 5 lines, the total frame time is ((752+94)*(480+5)+4)/26.66MHz = 15.391ms (in case you’re wondering where the “+4” comes from, so am I. It’s part of the formula in the data sheet). Using 57 as vertical blanking interval, the total frame time becomes ((752+94)*(480+57)+4)/26.66MHz = 17.041ms. Notice something? 17.041ms is longer than the synchronization pulse interval of 16.666ms. Oops. The exposure trigger for an odd frame arrives at a time when the camera is still busy processing the preceding even frame, and is therefore ignored, resulting in the camera skipping every odd frame and capturing at 30Hz. Lesson learned.

Figure 1: First result from LED identification algorithm, showing wrong ID numbers due to the camera dropping video frames all over the place.

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Hacking the Oculus Rift DK2

Note: This is part 1 of a four-part series. [Part 2] [Part 3] [Part 4]

Over the weekend, a bunch of people from all over got together on reddit to try and figure out how the Oculus Rift DK2’s optical tracking system works. This was triggered by a call for help to develop an independent SDK from redditor /u/jherico, in response to the lack of an official SDK that works under Linux. That thread became quite unwieldy quickly, with lots of speculation, experimentation, and outright wrong information being thrown around, and then later corrected, but with the corrections nowhere near the wrong bits, etc. etc.

To get some order into things, I want to summarize what we have learned over the weekend, to serve as a starting point for further investigation. In a nutshell, we now know:

  • How to turn on the tracking LEDs integrated into the DK2.
  • How to extract the 3D positions and maximum emission directions of the tracking LEDs, and the position of the DK2’s inertial measurement unit in the same coordinate system.
  • How to get proper video from the DK2’s tracking camera.

Here’s what we still don’t know:

  • How to properly control the tracking LEDs and synchronize them with the camera. Update: We got that.
  • How to extract lens distortion and intrinsic camera parameters for the DK2’s tracking camera. Update: Yup, we got that, too. Well, sort of.
  • And, the big one, how to put it all together to calculate a camera-relative position and orientation of the DK2. 🙂 Update: Aaaaand, we got that, too.

Let’s talk about all these points in a bit more detail. Continue reading

Setting up Vrui for Oculus Rift

As promised, here is a detailed guide to get Vrui version 3 running with an Oculus Rift (and optionally a Razer Hydra, since that seems to be the 6-DOF input device du jour).

Step 1: System Preparation

If you are already running Linux, good for you. Skip the next paragraph.

If you don’t have Linux yet, go and grab it. I personally prefer Fedora, but it’s generally agreed[citation needed] that Ubuntu is the easiest to install for new Linux users, so let’s go with that. The Ubuntu installer makes it quite easy to install alongside an existing Windows OS on your system. Don’t bother installing Linux inside a virtual machine, though: that way Vrui won’t get access to your high-powered graphics cards, and performance will be abysmal. It won’t be able to talk to your Rift, either.

One of the first things to do after a fresh Linux install is to install the vendor-supplied drivers for your graphics card (if you don’t have a discrete Nvidia or ATI/AMD graphics card, go buy a GeForce!). Installing binary drivers is much easier these days. Here are instructions for Nvidia and ATI/AMD cards. If you happen to be on Fedora, enable the rpmfusion repositories and get the appropriate driver packages from there.

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