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Posts: 3,524 | Thanked: 2,958 times | Joined on Oct 2007 @ Delta Quadrant
#2856
Originally Posted by daperl View Post
Very simple. That's zero lines of code inside the OpenGL render loop. When the program starts it makes the assumption that the pad is perpendicular to your line-of-sight. An accelerometer/gyro thread fills the line-of-sight delta coordinates for the transformation matrix.

Cool, but very far from magic.
The 'head tracking' in the title may imply that there's more to this technique than relative device movement. Even the first shot shows an individuals head being quite smoothly tracked.

If they are using head tracking, I suspect that it's a combination of positional adjustments (eg. gyro), with facial detection via the camera. The resultant animation looks exceptionally smooth, and although I quite sure that modern SoCs have DSPs that can handle these sort of tasks, I am flabbergasted at how smooth it truly is. Perhaps a clever usage of GPU shaders?
 

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