Clipping the range of one of the mulitcam fusion cameras

Hi,
Is it possible to cut the viewing range of one of the cameras?

So far I have used two ZEDs 2I, unfortunately they see poorly.

I am trying to mount a third one but I have a problem because it sees a reflection in the mirror, making it see me, plus me as a reflection in the mirror, when calibrating in zed360.

Best,
Kuba

Hi @jajackob
the maximum depth range is a parameter for each camera that you open

Thanks for reply.

Is it possible to adjust this parameter for each camera from the
ZEDFusionLiveLinkConfig.json?

Hi, @Myzhar

I checked it, if I set the depth range in the depth viewer, the ZED360 uses the full range anyway. By which the ghosts from the mirroring are taken in the calibration.

Please add more details. You listed tools that do not interact…

Hi @Myzhar

Here is a more detailed explanation:

I’m using LIVELINK Fusion in the latest version downloaded from GitHub to communicate with UNREAL 5.5.4.

Tested with SDK 4.2.5 and 5.0.

Below are the attempts I have made:
1.

Setup on a single computer with both Unreal and LiveLink Fusion – when the LiveLink window is not in focus, Fusion starts to lag, stutter, etc. If I focus the Fusion window, it’s smooth, but then Unreal’s performance drops.
What is the solution to this?
2.

I tried splitting the tasks between two computers, meaning:
• First computer running LiveLink Fusion – specs: RTX 4080 and i9 14th gen
• Second computer running Unreal Engine 5.5.4 with the Stereolabs plugin, to connect to Fusion – specs: RTX 4090 and i7 14th gen.

In this setup, LiveLink keeps showing “CONNECTED / NO DATA” – characters are jumping, appearing and disappearing, and the performance is not smooth.

The computers are connected via a LAN network.

What could be the cause?

Additional aspects:

  1. Is it possible to limit the range or field of view of the ZED360 each camera to avoid reflections interfering with calibration? The ZED360 sees me twice due to reflections from glass walls in the calibrated room, which leads to incorrect calibration.

  2. The max range parameter in zedLiveLinkFusionConfig does not seem to work. Could you clarify how this parameter is supposed to function?
    Best,
    Kuba

  1. In Unreal, You can disable the Use Less CPU when in Background option so it won’t lag when out of focus.
  2. Can you run the c++ body tracking sample and tell me if you receive the data from all the cameras? You can display the raw skeletons in the OpenGL windows and some metrics are available on the bottom left corner.
  3. It is currently not possible, but that’s a good idea. I’ll share it with the team and ask them to add it in a future SDK release. Thanks for the feedback.
  4. This removes all the detection further to this threshold.

Best,

Stereolabs Support

@BenjaminV

Regarding the second point.

Should I run C++ body tracking sample on the computer I want to send data from and send the sample?

Is there any way I can receive it and preview it on the other computer but outside Unreal?

You can run it the same way you run the Livelink Fusion sample, by giving the calibration file as an argument.

Stereolabs Support

OK,
Tommorow I will provide with you more details.