{"action":"created","issue":{"url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit/issues/82","repository_url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit","labels_url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit/issues/82/labels{/name}","comments_url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit/issues/82/comments","events_url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit/issues/82/events","html_url":"https://github.com/Microsoft/RoomAliveToolkit/issues/82","id":340564549,"node_id":"MDU6SXNzdWUzNDA1NjQ1NDk=","number":82,"title":"Unity and JPEG Compression","user":{"login":"NPatch","id":6648226,"node_id":"MDQ6VXNlcjY2NDgyMjY=","avatar_url":"https://avatars0.githubusercontent.com/u/6648226?v=4","gravatar_id":"","url":"https://api.github.com/users/NPatch","html_url":"https://github.com/NPatch","followers_url":"https://api.github.com/users/NPatch/followers","following_url":"https://api.github.com/users/NPatch/following{/other_user}","gists_url":"https://api.github.com/users/NPatch/gists{/gist_id}","starred_url":"https://api.github.com/users/NPatch/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/NPatch/subscriptions","organizations_url":"https://api.github.com/users/NPatch/orgs","repos_url":"https://api.github.com/users/NPatch/repos","events_url":"https://api.github.com/users/NPatch/events{/privacy}","received_events_url":"https://api.github.com/users/NPatch/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":8,"created_at":"2018-07-12T09:44:10Z","updated_at":"2018-08-08T17:12:31Z","closed_at":null,"author_association":"NONE","body":"The tutorial notes that JPEG compression should be enabled. I understand that it's better for KinectServers exchanging data since it's a compressed package of data. But Unity doesn't play as well with it.\r\nEven though I've known this from experience, let me offer some numbers. I see a 3-4x speedup in framerate when I turn it off. Every frame that the server actually gives new data, Tex2D.LoadImage takes up to 40ms which acts like a spike every so often. When I turn JPEG compression off, the frame time goes down to 11-12ms avg with some spikes at 20ms. At this point I'm trying to figure out how to do a 1x1 setup but eventually it'll have to scale up to 3x3. Will this be an issue even if switches are used(eliminating wifi connectivity issues)?"},"comment":{"url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit/issues/comments/411482223","html_url":"https://github.com/Microsoft/RoomAliveToolkit/issues/82#issuecomment-411482223","issue_url":"https://api.github.com/repos/Microsoft/RoomAliveToolkit/issues/82","id":411482223,"node_id":"MDEyOklzc3VlQ29tbWVudDQxMTQ4MjIyMw==","user":{"login":"thundercarrot","id":11758497,"node_id":"MDQ6VXNlcjExNzU4NDk3","avatar_url":"https://avatars3.githubusercontent.com/u/11758497?v=4","gravatar_id":"","url":"https://api.github.com/users/thundercarrot","html_url":"https://github.com/thundercarrot","followers_url":"https://api.github.com/users/thundercarrot/followers","following_url":"https://api.github.com/users/thundercarrot/following{/other_user}","gists_url":"https://api.github.com/users/thundercarrot/gists{/gist_id}","starred_url":"https://api.github.com/users/thundercarrot/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/thundercarrot/subscriptions","organizations_url":"https://api.github.com/users/thundercarrot/orgs","repos_url":"https://api.github.com/users/thundercarrot/repos","events_url":"https://api.github.com/users/thundercarrot/events{/privacy}","received_events_url":"https://api.github.com/users/thundercarrot/received_events","type":"User","site_admin":false},"created_at":"2018-08-08T17:12:31Z","updated_at":"2018-08-08T17:12:31Z","author_association":"COLLABORATOR","body":"The first camera listed in the calibration file establishes the coordinate system. All other camera and projector poses are in that first cameras coordinate system. If you were to successfully calibrated, the pose for the camera would be the identity matrix.\r\n\r\nIf you have another camera that doesn't participate in the calibration, I'm not sure how RAT behaves; I would not be suprised if it barfs. In which case it is best to treat it separately and find some other means of calibrating it. E.g., this setup:\r\n\r\nhttps://www.youtube.com/watch?v=9A18AxfC2tM&t=0s&list=PLKcZe1FzCK3i-TjlWzP9TqBD6rGo1FWi6&index=14\r\n\r\nI added a fourth camera for body tracking and established its pose wrt to camera 0 by hand.\r\n\r\nI gotta admit I'm a little flat footed on the Unity JPEG decompression issue, as I have been lately working on a new release of RoomAlive Toolkit that pushes most of the heavy lifting into a native plugin for Unity. This approach allows for much more modularity and re-use when moving from one game engine or rendering framework to another. This currently supports 8 Kinect cameras at video rate. For JPEG decompression it uses the Windows built-in WIC codec which is quite fast. It also uses an entirely new REST server that allows for frames to be dropped.\r\n\r\nI'm puzzled as to why uncompressed color would work at all given the bandwidth calculations I included earlier.\r\n"}}
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