This tutorial page shows you how to track multiple models with VisionLib.
Note: This feature is still in beta, and might be modified in upcoming releases.
Important: This feature depends on VisionLib's AutoInit. If you are not familiar with it, please read the AutoInit tutorial first.
Before implementing multi model tracking,
Additionally,
.vl
file) to improve initialization results (see External SLAM (ARKit/ARCore) Support)Multi model tracking might get performance-intensive and can thus cause problems on older hardware. We recommend using hardware from 2018 or newer.
This feature is currently not supported on HoloLens.
You can find an example implementation of multi model tracking with TrackingAnchors in the MultiModelTracking
scene located at VisionLib/Examples/ModelTracking/Multi
.
To test the example scene, use the tracking targets that are provided here: https://visionlib.com/resources.
The following steps allow you to add multi model tracking to an existing VisionLib Unity scene.
Select the VLCamera
, scroll down to its VLTrackingCameraBehaviour
component in the inspector and set the Coordinate System Adjustment
dropdown to Multi Model Tracking
.
Drag a VLTrackingAnchor
prefab from VisionLib/Utilities/Prefabs/ModelTracking
into the hierarchy. This object reflects one of your individual tracking targets and will manage all connections that are needed for it. So if you want to track three different models, you will need three VLTrackingAnchors
in your scene.
Now, give each of your tracking anchors an distinct name by setting the Anchor Name
in the inspector of the GameObject.
Drag the model, that you wish to use to augment one of your tracking targets, into the hierarchy of your scene. It is recommended to drop it under the according VLTrackingAnchor
GameObject, but this is not mandatory. Make sure to keep its position at (0,0,0).
Now, with the VLTrackingAnchor
selected, drag the model from the hierarchy inside the Augmentation
parameter of the according TrackingAnchor. With this connection, the visualization model will be activated as soon as the tracking target is detected. Also, its transformation will be set to match the position of the real model.
Repeat this for all TrackingAnchors in your scene.
Copy the VLWorkSpace(s)
that you used to set up the AutoInit of one of your tracking targets inside your scene or drop and adjust a new VLWorkSpace
prefab in the hierarchy. Rename it to be clearly associated.
Again, it is recommended to drop it under the VLTrackingAnchor
GameObject, but this is not mandatory. Make sure that the Destination
parameter of the WorkSpace is still set like desired.
Now, type the number of used WorkSpaces inside the Size
parameter under Work Spaces
inside the VLTrackingAnchor
inspector and drag the WorkSpaces for this TrackingAnchor inside the list that appears below.
Repeat this for all of TrackingAnchors in your scene.
The referenced WorkSpace(s) will later be used to automatically initialize the tracking target of that anchor.
At last, drag the VLWorkSpaceManager
prefab from VisionLib/Utilities/Prefabs/AutoInit
into the hierarchy. Always use only one VLWorkSpaceManager
in your scene.
Note: Keep in mind that a high count of origin points of the WorkSpaces may increase the initialization speed but also decrease the performance and should therefore be set carefully.
Find the file multiModelTracking.vl
from StreamingAssets/VisionLib/Examples/ModelTracking
, copy and rename it. Put it in a folder inside StreamingAssets
next to your tracking model files.
Open your copy of the tracking configuration in an editor. You will notice the following changes to a "simple" model tracker:
"type"
to "multiModelTracker"
with version 1.
"autoInit": true
in the parameters
section:
This section inside the parameters
body holds a list of trackingAnchors, each of which is defined by a name
and a models
section. The latter contains the file path of the according tracking target.
Important: Change the name of the anchors to match the ones you have set in the Unity scene before. The name of an anchor in the tracking configuration must be exactly the same like in the according VLTrackingAnchor
GameObject.
After that, provide the filename of your tracking targets that are located inside the StreamingAssets
folder. You can write project_dir:/myModel.obj
as long as a copy of your model is inside the same path as the tracking configuration.
Note: Use a different model for each anchor. At the moment, it is not possible to track multiple instances of the same object.
If you are using the example tracking configuration, all set tracking parameters will be applied to all tracking targets defined in anchors
.
If you want to set varying parameters for the tracking targets instead, you can do so by inserting an additional parameters
section for an anchor. This will overwrite the respective parameter for this specific anchor.
See an example for this below:
As always, reference your used tracking configuration (.vl file) on the VLTracking
object and your license on the VLCamera
.
After setting up your TrackingAnchors and its references, you are now ready to start tracking. This works exactly like starting an AutoInit scene, either automatically with the VLWorkSpaceManager
(which is active by default), or by calling VLWorkSpaceManager.LearnWorkSpaceInitData()
e.g. on a button click or from your script.
Wait some seconds (activate the progress bar in the VLWorkSpaceManager
to show the learning progress) until all poses have been trained.
Now you can point your camera to one or multiple physical object(s) that match the defined tracking targets and they will be tracked.
You can track up to three different models with a basic license e.g. the trial or developer license. If you want to extend the number of tracked models, please write us at reque. st@v ision lib. com
If you have issues or suggestions on how to enhance or integrate this feature, please do not hesitate to contact us on reque. st@v ision lib. com