Move hand cutouts ahead to where the hands will be

The tracked hands arrive 30-60 ms after the cameras saw them and reach the
displays later still, so holes trailed moving hands. Track each hand's palm
velocity in the room and move its capsules ahead to about when the frame is
on the displays, every tick, so the holes also move smoothly between tracker
updates. Slow hands aren't moved (their velocity is noise). The control
socket gets cutouts predict on|off and cutouts lead <ms>.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-09-29 14:18:40 -06:00
1 parent d888b6c3f1
commit a31d42b25c
3 files changed
+110 -9

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+77 -4
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@@ -30,6 +30,9 @@ constexpr size_t kFileSize = kHeader + kMaxHands * kHand + kMaxCapsules * kCapsu
constexpr int64_t kStaleNs = 300'000'000; // hands older than this are gone
constexpr int64_t kHistoryNs = 1'000'000'000;
constexpr double kNear = 0.12; // metres: nothing closer to an eye than this is cut
constexpr double kMaxSpeed = 2.5; // m/s: faster is a tracking jump, not a hand
constexpr double kStillSpeed = 0.05; // m/s: below this, a hand's velocity is noise
constexpr double kMaxAhead = 0.12; // s: never predict further than this
int64_t MonoNs() {
timespec ts;
@@ -82,13 +85,61 @@ bool Hands::Read() {
if (u64(16) != s1 || std::memcmp(copy, kMagic, 8) != 0) return false;
seq_ = s1;
uint64_t capture, publish;
uint32_t ncaps;
uint32_t nhands, ncaps;
std::memcpy(&capture, copy + 24, 8);
std::memcpy(&publish, copy + 32, 8);
std::memcpy(&nhands, copy + 40, 4);
std::memcpy(&ncaps, copy + 44, 4);
captureNs_ = int64_t(capture), publishNs_ = int64_t(publish);
const Mat head = HeadAt(captureNs_);
world_.clear();
// each hand's palm in the room, and its velocity from the last time it was seen
ids_.clear();
std::vector<int> owners; // the hand each capsule belongs to, in file order
for (uint32_t k = 0; k < std::min<uint32_t>(nhands, kMaxHands); ++k) {
const uint8_t *h = copy + kHeader + k * kHand;
uint32_t id, n;
float pts[21][3];
std::memcpy(&id, h, 4);
std::memcpy(pts, h + 16, sizeof pts);
std::memcpy(&n, h + 268, 4);
const int idx = int(ids_.size());
ids_.push_back(id);
owners.insert(owners.end(), std::min<uint32_t>(n, kMaxCapsules), idx);
double palm[3] = {0, 0, 0};
bool ok = true;
for (int j : {0, 5, 9, 13, 17}) {
float w[3];
ok = ok && std::isfinite(pts[j][0]) && std::isfinite(pts[j][1]) && std::isfinite(pts[j][2]);
Apply(head, pts[j], w);
for (int i = 0; i < 3; ++i) palm[i] += w[i] / 5;
}
Motion &m = motion_[id];
const double dt = (captureNs_ - m.ns) / 1e9;
if (!ok) {
m = Motion{};
continue;
}
if (m.ns && dt > 0.005 && dt < 0.2) {
double speed = 0;
for (int i = 0; i < 3; ++i) {
m.v[i] += 0.5 * ((palm[i] - m.palm[i]) / dt - m.v[i]);
speed += m.v[i] * m.v[i];
}
speed = std::sqrt(speed);
if (speed > kMaxSpeed)
for (double &v : m.v) v *= kMaxSpeed / speed;
} else {
m.v[0] = m.v[1] = m.v[2] = 0;
}
m.ns = captureNs_;
std::memcpy(m.palm, palm, sizeof palm);
}
for (auto it = motion_.begin(); it != motion_.end();)
it = captureNs_ - it->second.ns > kStaleNs ? motion_.erase(it) : std::next(it);
if (owners.size() != std::min<uint32_t>(ncaps, kMaxCapsules)) owners.assign(std::min<uint32_t>(ncaps, kMaxCapsules), -1);
base_.clear(), owner_.clear();
for (uint32_t k = 0; k < std::min<uint32_t>(ncaps, kMaxCapsules); ++k) {
float f[8];
std::memcpy(f, copy + kHeader + kMaxHands * kHand + k * kCapsule, sizeof f);
@@ -99,11 +150,17 @@ bool Hands::Read() {
Apply(head, f, c.a);
Apply(head, f + 3, c.b);
c.ra = f[6], c.rb = f[7];
world_.push_back(c);
base_.push_back(c);
owner_.push_back(owners[k]);
}
return true;
}
void Hands::SetPrediction(bool on, double leadMs) {
predict_ = on;
leadNs_ = int64_t(std::clamp(leadMs, 0.0, 100.0) * 1e6);
}
Mat Hands::HeadAt(int64_t ns) const {
const Past *best = nullptr;
for (const Past &p : history_)
@@ -115,7 +172,23 @@ bool Hands::Update(const Mat &head, int64_t nowNs) {
history_.push_back({nowNs, head});
while (!history_.empty() && nowNs - history_.front().ns > kHistoryNs) history_.erase(history_.begin());
Read();
if (nowNs - publishNs_ > kStaleNs) world_.clear();
if (nowNs - publishNs_ > kStaleNs) base_.clear(), owner_.clear();
// move each hand ahead to when this frame will be on the displays; a slow hand's
// velocity is mostly tracking noise, so it fades out below kStillSpeed
const double ahead = std::clamp((nowNs + leadNs_ - captureNs_) / 1e9, 0.0, kMaxAhead);
world_ = base_;
for (size_t k = 0; predict_ && k < world_.size(); ++k) {
if (owner_[k] < 0) continue;
const auto m = motion_.find(ids_[owner_[k]]);
if (m == motion_.end()) continue;
const double *v = m->second.v;
const double speed = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
const double gain = std::clamp((speed - kStillSpeed) / kStillSpeed, 0.0, 1.0);
for (int i = 0; i < 3; ++i) {
world_[k].a[i] += float(v[i] * gain * ahead);
world_[k].b[i] += float(v[i] * gain * ahead);
}
}
return !world_.empty();
}
+18 -1
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@@ -8,6 +8,10 @@
// sees them on a panel, and Renderer draws the panel's client buffer into a side-by-side
// buffer (left eye | right eye) with those spots transparent. A panel shows that buffer,
// with the overlay's SideBySide_Parallel flag, only while a hand is in front of it.
//
// The hands arrive some 30-60 ms after the cameras saw them, and show up on the displays
// later still, so Hands moves each hand ahead along its velocity in the room to where it
// will be when the frame reaches the eyes.
#pragma once
#include "vr.h"
@@ -46,14 +50,27 @@ public:
// Once per tick: the head pose now, CLOCK_MONOTONIC ns. Re-reads the hands file when
// it changed. Returns true while fresh hands are known.
bool Update(const Mat &head, int64_t nowNs);
// Where the hands will be `lead` after now (see SetPrediction).
const std::vector<Capsule> &capsules() const { return world_; }
// Predict the hands' motion (on by default) to now + leadMs: about how long a frame
// takes from here to the displays.
void SetPrediction(bool on, double leadMs);
bool predicting() const { return predict_; }
double leadMs() const { return leadNs_ / 1e6; }
private:
bool Read();
Mat HeadAt(int64_t ns) const;
struct Past { int64_t ns; Mat head; };
struct Motion { int64_t ns = 0; double palm[3]{}, v[3]{}; }; // a hand's palm, in the room
std::vector<Past> history_; // the last second of head poses
std::vector<Capsule> world_;
std::vector<Capsule> base_; // the capsules at capture time, in the room
std::vector<int> owner_; // each capsule's hand (index into ids_), or -1
std::vector<uint32_t> ids_; // the hands in the file
std::map<uint32_t, Motion> motion_;
std::vector<Capsule> world_; // base_, moved ahead
bool predict_ = true;
int64_t leadNs_ = 25'000'000;
int fd_ = -1;
const void *map_ = nullptr;
uint64_t seq_ = 0;
+15 -4
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@@ -1415,7 +1415,9 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
// state -> "ok <mode> <manual 0|1> <wrist deg> <gesture hand> <gesture deg>
// <controllers> <game running 0|1> <ingames>"
// cutouts on|off|state hand cutouts (see handcut.h) -> "ok <on|off> <ready|idle|unavailable>
// <last composite ms>"
// <last composite ms> ms, predict <on|off> lead <ms> ms"
// cutouts predict on|off move the hands ahead along their velocity (on by default)
// cutouts lead <ms> ...to this long after now: about when the frame is on the displays
// (size <screen> <w> <h> and key <code> <value> are handled in compositor.c.) Screens are
// numbered from 1 here, like everywhere the user sees them.
void ft_vr_command(const char *cmd, char *reply, int size) {
@@ -1546,11 +1548,20 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
UpdateLasers();
std::snprintf(reply, size, "ok %s", LasersName());
} else if (std::sscanf(cmd, "cutouts %15s", word) == 1) {
char arg[16] = "";
double ms = 0;
if (!std::strcmp(word, "on")) g_cutouts = true;
else if (!std::strcmp(word, "off")) g_cutouts = false;
else if (std::strcmp(word, "state") != 0) return (void)std::snprintf(reply, size, "error cutouts on|off|state");
std::snprintf(reply, size, "ok %s %s %.2f ms", g_cutouts ? "on" : "off",
g_cutterState > 0 ? "ready" : g_cutterState < 0 ? "unavailable" : "idle", g_cutter.lastMs());
else if (!std::strcmp(word, "predict") && std::sscanf(cmd, "cutouts predict %15s", arg) == 1 &&
(!std::strcmp(arg, "on") || !std::strcmp(arg, "off")))
g_hands.SetPrediction(!std::strcmp(arg, "on"), g_hands.leadMs());
else if (!std::strcmp(word, "lead") && std::sscanf(cmd, "cutouts lead %lf", &ms) == 1)
g_hands.SetPrediction(g_hands.predicting(), ms);
else if (std::strcmp(word, "state") != 0)
return (void)std::snprintf(reply, size, "error cutouts on|off|state|predict on|off|lead <ms>");
std::snprintf(reply, size, "ok %s %s %.2f ms, predict %s lead %.0f ms", g_cutouts ? "on" : "off",
g_cutterState > 0 ? "ready" : g_cutterState < 0 ? "unavailable" : "idle", g_cutter.lastMs(),
g_hands.predicting() ? "on" : "off", g_hands.leadMs());
} else if (std::strncmp(cmd, "state", 5) == 0) {
std::snprintf(reply, size, "ok %s %d %.0f %s %.0f %s %d %s", ModeName(), g_manual ? 1 : 0, g_wristAngle,
g_gestureHand.c_str(), g_gestureAngle, LasersName(), g_gameRunning ? 1 : 0,