Timeline for How to virtualize an 8-ball pool table for an AR game which uses both real and virtual objects using Meta Quest 3 (v77) and Unity 6
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 14 at 11:03 | comment | added | shanji97 | It seems when I am using the swipe microgestures I am also "rotating my view, so that would explain the "jump" in the location of my marker | |
| Jul 14 at 10:20 | comment | added | shanji97 | Hm, actually the ratio can be computed, but yeah it is around 1:2 and even if the final values are a bit off a treshold for autocorreting can be easily computed. Now I just need to fix the "jumping" issues, since I don not want my markers to "leave" the location. | |
| Jul 13 at 18:19 | comment | added | DavidT | Typically a pool table has a width to height ratio or approximately 1:2 hence the pockets are located at (-1, -2), (-1, 0), (-1, 2), (1, 2), (1, 0) and (1, -2) - adjust to exact ratio if required. Hence the strategy outlined above could be used without a 3D model, if you just wanted to transform those positions into real world 3D coordinates. | |
| Jul 13 at 9:31 | comment | added | shanji97 | An interesting line of though, however I am poor at modeling, so calculating everything from 3 positions seems way quicker to me, since I don't need the whole pool table. Still the "rotation" and "location jump" are issue that bother me currently more. | |
| Jul 11 at 16:37 | history | edited | DavidT | CC BY-SA 4.0 | Simplified to 2 points plus one rotation. |
| Jul 11 at 15:01 | history | edited | DavidT | CC BY-SA 4.0 | Added note on Transformation Matrix. |
| Jul 11 at 14:43 | history | answered | DavidT | CC BY-SA 4.0 |