Eye and Hand Tracking in VR

Опубликовано: 07 Август 2026
на канале: Richard Assar
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Implemented in C++ / OpenGL / OpenVR as part of an effort to develop an ecosystem of tools for games development, computational science and mathematics.

SRanipal / SRWorks for eye tracking, Aristo for hand tracking.

Red cylinder = left eye ray
Green cylinger = right eye ray
White spheres = hand tracking points

Cylinder radius scales with dynamic pupil radius detection.

This is how things looked a couple of months ago, I didn't get round to recording a video until now.

Have been working on (among other things) the following:

Vulkan external/shared memory IPC (interprocess communication) solution for a 3D/2D hybrid compositor (similar to SteamVR but with more flexibility, less startup/shutdown time wasting during development). Also implemented "exclusive fullscreen" which bypasses the windows compositor.

Deep neural audio synthesis work, real-time instrument synthesis and DDSP (differentiable digital signal processing)

More compiler/language technology research, VisionMachine, hypergraphs and rewrite systems

"Homebrew" operating system development, bootable lambda calculus interpreter

Computational molecular dynamics (density functional theory and ab-initio path integral) motivated by biophysical analysis of SARS-CoV-2

Stay tuned, more coming soon...


Music: I Don't See the Branches, I See the Leaves - Chris Zabriskie [   • I Don't See the Branches, I See the Leaves...  ]