Its been a while since I posted part 1 on this project. Since then I have been working on the HUD as well as building myself a test copter. Oh, and I've also finally got my 3dr pixhawk,
There is nothing much to show today except the HUD. I did not use the camera here to get a better view of what it looks like.
As you can see it is very like the HUD in mission planner. I have looked a lot at the Mission Planner code when creating this to get it as similar as possible without overdoing it at this stage.
The basic idea here is that the HUD should always be straight ahead so when I tilt my head the HUD stays in its original position. This way I always know what is straight and hopefully also get a better sense of immersion. If I turn off the head tracking the gimbal is put in neutral position and the HUD will also lock its position in the center of my view.
At this stage there's really not much more to say about it. It is drawn using Direct2d to a texture that is then placed on a polygon and rendered in Direct3d. There is still a lot of work to do on it but the main parts are in place.
Hopefully I will be able to do some test flights this week if the weather allows, will post an update then.
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Comments
Oh, also forgot to mention. Working on getting a stereo stream using a Raspberry PI Compute Module with two camera ports.
Unfortunately I've had very little time since November to work on this. Kids, work and other projects has taken up all my spare time lately.
Here is a link to when I'm flying with it: http://youtu.be/UONOH9K82GE
There is a around 400ms latency on the video here that I should be able to bring down to 150ms. I'm using a raspberry pi and a 5.8GHz wifi link to stream the video to my GCS. Im writing on a blog post on the setup that I hope to post soon.
:) definitely possible over a digital link to bring multiple streams across. keep it up!
@Superwalloon
I actually don't stabilize the camera here. As long as you doesn't move your head the camera will be pointing forwards and follow the frame.
@Edward
You've probably already seen me on Patrick Duffys thread, maybe you know whats up :)
@Nils - bringing an HD stream or even two would be ideal given the Oculus's capabilities except its only going to increase latency. COFDM tx would be great but are hugely expensive. Even the Chinese copies are ~$8k of just the tx and end to end latency is appox. 150ms. That being said, this looks awesome.
Im using a Hauppauge live usb 2 video capture card right now. With my old code i had around 100 ms latency using an analog camera iirc. With this code it seems like I have around 200 ms with the mobius camera. But I know some improvements that would hopefully get the latency down a bit more.
Though this analog link is only temporary, I've been looking at getting a HD stream (or preferably two) to the Oculus for some time now but have not decided on what technology to use yet.
Nice. How do you digitize the video and what lag are you getting? My experiments with a USB video grabber showed a lag of 200ms.
That's a good idea. Right now I only have a spritebatch printing my head yaw, tilt, roll angle. Not very intuitive :)
Head level is right now forward from the vehicle but that will be adjustable. It depends on how you setup your neutral position.
Thanks, the only thing missing right now is some good flying weather. I haven't though about it that way but that sounds perfectly reasonable. I would like to display more things like waypoints, home arrow etc
@mP1
Right now it supports two USB capture devices, either happhauge capture cards or webcams. So yes having two vtx kind of works. Haven't tried it though. Right know the software isn't very flexible and a lot is hard coded at the moment. I will work on this more later on.
Awesome stuff!!
Depending on how far you can move your head (and camera FOV) relative to the HUD, it might be worth having constant "tapes" on the bottom and side of the view that let you see your position relative to the centre of the HUD - something that would show your actual view elevation as well as an arrow that pointed up or down to the vehicle pitch, and similarly for yaw or roll.
Have you configured it so that head-level is looking at the horizon or "forward" from the vehicle POV? i.e.
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