{"action":"opened","issue":{"url":"https://api.github.com/repos/cboulay/PSMoveService/issues/265","repository_url":"https://api.github.com/repos/cboulay/PSMoveService","labels_url":"https://api.github.com/repos/cboulay/PSMoveService/issues/265/labels{/name}","comments_url":"https://api.github.com/repos/cboulay/PSMoveService/issues/265/comments","events_url":"https://api.github.com/repos/cboulay/PSMoveService/issues/265/events","html_url":"https://github.com/cboulay/PSMoveService/issues/265","id":186370337,"number":265,"title":"get rid of controller shaking in 4 cam setup","user":{"login":"gb2111","id":22025896,"avatar_url":"https://avatars.githubusercontent.com/u/22025896?v=3","gravatar_id":"","url":"https://api.github.com/users/gb2111","html_url":"https://github.com/gb2111","followers_url":"https://api.github.com/users/gb2111/followers","following_url":"https://api.github.com/users/gb2111/following{/other_user}","gists_url":"https://api.github.com/users/gb2111/gists{/gist_id}","starred_url":"https://api.github.com/users/gb2111/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/gb2111/subscriptions","organizations_url":"https://api.github.com/users/gb2111/orgs","repos_url":"https://api.github.com/users/gb2111/repos","events_url":"https://api.github.com/users/gb2111/events{/privacy}","received_events_url":"https://api.github.com/users/gb2111/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2016-10-31T19:09:05Z","updated_at":"2016-10-31T19:09:05Z","closed_at":null,"body":"Hi,\r\nThis is continuation of this thread from google groups:\r\nhttps://groups.google.com/forum/#!topic/psmoveservice/BlpF-2af5kw\r\n\r\nIn 2 cam setup, player is in front of them and they can be pretty close (like for PSVR), so BULB is pretty close and distance calculation based on its size can be accurate.\r\nIn case of 4 cam setup you are usually far from each camera. The size is very small but still possible to detect it as point or group of pixels but calculating eclipse based on that can be very inaccurate and even one or two pixel change totally changes estimates. However in this case we heave multi camera interpolation what makes whole thing working.\r\nFrom what I have observed, interpolations to ellipse if distance is far (which is at least 2 cameras always for me) is causing jittering of the controller. When I tested distance with only one camera as I move it far away I can observe identical jittering in Z dimension by about 10 - 20 cm as distance is far.\r\nBut we use only X and Y to triangulate 3d position - yes, but X and Y are calculated together with Z in a single model of ellipse and error in Z is also propagated to other coordinates. The intense of jittering with one camera is same as small shaking in multi cam scenario.\r\n\r\nMy proposal is allow calculation of 3d position only by interpolation of flat 2d points from each camera. Moreover I would like to calculate these points as average of masked pixels in detected region, not the contour.\r\n\r\nSince the code is very complex I would appreciate your input here. I have been trying to implement based on modification of existing code but in this case deeper understanding of topic is required. \r\nThanks."}}
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