Reputation: 31
I'm using the Hololens 2 with Unity 2019.4.6.
With the PhotoCaptureFrame class, I'm taking a picture, analyzing it to find a specific marker and then I create an hologram where the marker is. My code is working well with a webcam in the Unity Editor. But on the hololens, there is an offset between the hologram and the marker.
I try to correct it with cameraToWorld matrix (that I get with the photocaptureframe class). If I understand well, it represents the offset between the hololens camera and the RGB camera (the one taking a picture).
The problem is : I don't know if I'm using well this matrix, my hologram position is always weird... I tried to use this tutorial : https://forum.unity.com/threads/holographic-photo-blending-with-photocapture.416023/ And the result is wrong too ! The instantiated quad is rotated and behind the original starting point (when I start the app). It doesn't follow the camera.
Do I need to convert the matrix ? Can someone explains to me what I'm doing wrong please ? Thanks in advance !
Simple example to get matrices : It prints out true for the CameraToWorld matrix and The Projection matrix but the matrices are not updated when you move and take a picture from another location.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows.WebCam;
public class HoloLensSnapshotTest : MonoBehaviour
{
PhotoCapture m_PhotoCaptureObj;
CameraParameters m_CameraParameters;
bool m_CapturingPhoto = false;
void Start()
{
Initialize();
}
[ContextMenu("TakePicture")]
public void TakePicture() // called by button for now
{
if (m_CapturingPhoto)
{
return;
}
m_CapturingPhoto = true;
Debug.Log("Taking picture...");
m_PhotoCaptureObj.TakePhotoAsync(OnPhotoCaptured);
}
void Initialize()
{
Debug.Log("Initializing...");
List<Resolution> resolutions = new List<Resolution>(PhotoCapture.SupportedResolutions);
Resolution selectedResolution = resolutions[0];
m_CameraParameters = new CameraParameters(WebCamMode.PhotoMode);
m_CameraParameters.cameraResolutionWidth = selectedResolution.width;
m_CameraParameters.cameraResolutionHeight = selectedResolution.height;
m_CameraParameters.hologramOpacity = 0.0f;
m_CameraParameters.pixelFormat = CapturePixelFormat.BGRA32;
PhotoCapture.CreateAsync(false, OnCreatedPhotoCaptureObject);
}
void OnCreatedPhotoCaptureObject(PhotoCapture captureObject)
{
m_PhotoCaptureObj = captureObject;
m_PhotoCaptureObj.StartPhotoModeAsync(m_CameraParameters, OnStartPhotoMode);
}
void OnStartPhotoMode(PhotoCapture.PhotoCaptureResult result)
{
m_CapturingPhoto = false;
Debug.Log("Ready");
}
void OnPhotoCaptured(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
{
Matrix4x4 cameraToWorldMatrix;
bool cameraToWorldMatrixResult = photoCaptureFrame.TryGetCameraToWorldMatrix(out cameraToWorldMatrix);
Matrix4x4 projectionMatrix;
bool projectionMatrixResult = photoCaptureFrame.TryGetProjectionMatrix(out projectionMatrix);
Debug.Log("CamToWorld : " + Environment.NewLine + cameraToWorldMatrixResult + Environment.NewLine + $"{cameraToWorldMatrix.ToString()}");
Debug.Log("Projection : " + Environment.NewLine + projectionMatrixResult + Environment.NewLine + $"{projectionMatrix.ToString()}");
Debug.Log("Took picture!");
m_CapturingPhoto = false;
}
}
My matrix are : Camera To World :
0.00650 -0.99959 -0.02805 0.00211
-0.99965 -0.00577 -0.02588 -0.04999
0.02571 0.02821 -0.99927 -0.01216
0.00000 0.00000 0.00000 1.00000
Projection :
-0.06754 1.52561 0.00000 0.00000
-2.71531 -0.12021 0.00000 0.00000
0.05028 0.01975 -1.00401 -0.20040
0.00000 0.00000 0.00000 1.00000
Upvotes: 2
Views: 3673
Reputation: 371
Good news, this has been fixed via Unity 2019.4.13f1 release on October 21st, 2020:
https://unity3d.com/unity/qa/lts-releases?version=2019.4
"XR: Fixed rotated projection when using PhotoCaptureFrame on HoloLens 2"
Thanks, Nathan
Upvotes: 0
Reputation: 2900
Actually, in an early version of the MR documentation, it has demonstrated how to find or draw at a specific 3d location on a camera image with shader code: mixed-reality-docs/locatable-camera.md.
But now this part of the document has been deleted. Fortunately, I found a solution on Github that implements the same function in Unity C# and only modified a few lines of code:cameraToWorld.cs
The following is a quote from the solution, you can programmatically store this data in your project. If you have any other question, please let me know:
void OnPhotoCaptured(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
{
Matrix4x4 cameraToWorldMatrix;
photoCaptureFrame.TryGetCameraToWorldMatrix(out cameraToWorldMatrix);
Matrix4x4 projectionMatrix;
photoCaptureFrame.TryGetProjectionMatrix(out projectionMatrix);
var imagePosZeroToOne = new Vector2(pixelPos.x / imageWidth, 1 - (pixelPos.y / imageHeight));
var imagePosProjected = (imagePosZeroToOne * 2) - new Vector2(1, 1); // -1 to 1 space
var cameraSpacePos = UnProjectVector(projectionMatrix, new Vector3(imagePosProjected.x, imagePosProjected.y, 1));
var worldSpaceCameraPos = cameraToWorldMatrix.MultiplyPoint(Vector3.zero); // camera location in world space
var worldSpaceBoxPos = cameraToWorldMatrix.MultiplyPoint(cameraSpacePos); // ray point in world space
RaycastHit hit;
bool hitToMap = Physics.Raycast(worldSpaceCameraPos, worldSpaceBoxPos - worldSpaceCameraPos, out hit, 20, SpatialMappingManager.Instance.LayerMask);
}
public static Vector3 UnProjectVector(Matrix4x4 proj, Vector3 to)
{
Vector3 from = new Vector3(0, 0, 0);
var axsX = proj.GetRow(0);
var axsY = proj.GetRow(1);
var axsZ = proj.GetRow(2);
from.z = to.z / axsZ.z;
from.y = (to.y - (from.z * axsY.z)) / axsY.y;
from.x = (to.x - (from.z * axsX.z)) / axsX.x;
return from;
}
Upvotes: 1