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VRED - Virtual Reality Editor - PI-VR GmbH

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3.19. TRACKING 3. USER INTERFACE<br />

3.19.2 Coordinate Systems<br />

The main difficulty with tracking lays within the three different<br />

coordinate systems that have to be considered:<br />

• Scene coordinate system. This is the coordinate<br />

system of your virtual world, that is the scene loaded<br />

into <strong><strong>VR</strong>ED</strong>. Note that all virtual representation of<br />

bodies must be transform nodes. These use a local<br />

coordinate system that is determined by the product<br />

of all transform nodes above itself.<br />

• Tracking coordinate system. The tracking coordinate<br />

system belongs to the tracking hardware. This<br />

coordinate system may be the same as the physical<br />

coordinate system of your application, but it may<br />

also be completely different, concerning both the<br />

origin and the orientation.<br />

• Physical coordinate system. The physical coordinate<br />

system is that of the real world and is normally<br />

defined by your needs (e.g. where the origin is and<br />

the orientation).<br />

The difficult task is to get these three coordinate systems<br />

working together. Fortunately <strong><strong>VR</strong>ED</strong> has some built-in<br />

capabilities to calibrate the coordinate systems to easily<br />

change the origin or orientation. But still, you - as the<br />

user - have to be aware of what you are doing and how<br />

the coordinate systems should be mapped on each other.<br />

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