Rik Cabanier

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I wrote down a very basic spec on how eye and face tracking can be implemented: https://cabanier.github.io/webxr-face-tracking-1/ Here's the [README](https://github.com/cabanier/webxr-face-tracking-1). Comments welcome :-)

> How common would it be for an app to ask for low-precision face tracking, but not ask for body tracking? I don't have data on that. Body tracking does...

@dmarcos do you want to discuss this at the face to face next week? (March 25-26)

> @cabanier thanks. maybe. where is it? Meta offices in Bellevue. You can also call in if you don't want to fly

> Thanks for doing this. It makes sense as an analog to the hand tracking input module. Notice in the speck that the hand joints are also included in XRBodyJoint...

> Would it make sense to consolidate Body and hand tracking in a single API and avoid redundancy? I don't think so. WebXR hands is designed for input and also...

> I'm assuming this is based off the functionality in the https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_body_tracking OpenXR extension? Yes, it's a direct conversion from what this extension returns. > Seems like a decent place...

@toji updated with [a831680538590bb9ddd87b02a31584f7063ad948](https://github.com/cabanier/webxr-body-tracking/commit/a831680538590bb9ddd87b02a31584f7063ad948)

the positions of the hand and the controller would be different. It's not just that you get the controller inputs.

yes, this is why it only works with Quest Pro controllers. They are self tracked so they don't need IR emitters and HMD camera tracking.