One request for the TD ZED implementation - play nicely with SteamVR
There seems to be some differences between the ZED SDK implementation for Unity and for UE4. Whereas in Unity you can access the ZED depth camera but still use a Vive setup for tracking, with UE4 this is blocked for some reason (forcing you to use ZED for tracking). Would be great if TD implementation behaves more like Unity than UE4 in this case! The inside out tracking via stereo binocular ZED is interesting but doesn’t compare to Vive.
It seems like it’s 90% done so far. We are dealing with some lingering integration issues related to CUDA. Hopefully we’ll put out a build soon with it.
We’re hoping to get a build out today with pretty full support, trying to tie up some remaining loose ends. We have a TOP, CHOP and SOP coming for this camera.
let us know how it works for you.
Note that since this required changing the CUDA version, this feature can’t make it into the 2018.20000 main branch. So you’ll need to use this build until the 2018.40000 comes out.
Fantastic timing Malcom. I just had a friend bring a ZED cam over to the studio this afternoon.
I was immediately able to see all of the image inputs from the drop down and could switch the resolutions and other parameters effectively.
The quality of the depth image i’m getting from my camera is pretty bad right now - objects end up having big blocky noisy shadows all around them - so i think i need to recalibrate it before I fully understand it’s capabilities.
Super helpful to have this top with so many parameters exposed. Will follow up once i’ve tested again after calibrating… hopefully that will tighten up the quality of the depth feed.
Currently the camera fps seems locked at 15fps (might upgrade my firmware though). No biggie for me actually for the near future it gets me where i need to go. If I use video device in top you can (even in the live release of TD) pick up the camera feed off the left in case anyone is interested.
Gotta say, Fill mode - wow! Really happy with those results. I was underwhelmed by the raw depth maps from the zed but this really kicks it up 10 notches
It won’t make it into the main 2018.20000 builds, but this build is based off of those, so as stable (except for any ZED related stuff). If there are features that you need in 2018.20000 that arn’t in the current ZED camera build just ask, and I’ll make a new one that is up to date with the latest 2018.20000 + ZED support.
Managed to test 3x zed depth cameras successfully at 30fps 720p with filtration on. Dedicated usb 3. ports required as well as running each zed in a seperate instance else you’ll get flickering. Also recommend for heavier gpu based scenes to assign your camera instances to a second quadro to prevent performance reductions.
We are compiled against the 2.8 version of their SDK. However you shouldn’t need to install anything to get it working. Maybe they changed their drivers or firmware though. I’ll check in the office soon.
You are using the v1 camera right? We don’t yet have a v2 in the office to test with.
I d like to ask if there is any TOUCH “TOP” planned (or already existing) for working with Spatial Object Detection and Large-Scale 3D Skeleton Tracking working with a Zedi2.
I d very much like to use it instead of a Kinect v2, as I would have availability to two Zedi2 and to one Zed Mini. And The positional Tracking on a FLOOR/PLANE seems to be very accurate with ZED
And does TOUCH support two Zedi2 on one PC? How do the TOPs react to that?
We are working on 3D skeleton tracking for Zed for our next experimental release, available in the coming months. We do not have Spatial Object Detection planned yet, but it could be added with Pro Support if required.
TouchDesigner supports multiple ZED cameras per process, though they do not sync or talk to each other in anyway, you can run multiple at the same time.