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Hand Tracking

Cory Corvus edited this page May 27, 2020 · 16 revisions

hand anatomy

Note: It is called "Hand Tracking" NOT "Finger Tracking" 🙂

Hand Tracking ✋

Oculus Hand Tracking

Note: Supports Oculus Quest

Documentation

Design Intro

OC6: Hand Tracking Deep Dive

Best Practices

OVRHand Class Reference

Unofficial UE4 Plugin

Features

  • Left/Right hand detection
  • Interactions
  • User Interface components
  • Pinch detection

Applications

  • Hand Physics Lab
  • Waltz of the Wizard
  • Elixir
  • The Curious Tale of the Stolen Pets
  • Gloomy Eyes
  • The Line

Guides

Hand Tracking Gesture Detection Tutorial

Hand Tracking in The Curious Tale of the Stolen Pets

VIVE Hand Tracking

SDK Download

Documentation

Forum

FAQ

VR Support

PC Mobile
VIVE VIVE Focus
VIVE Pro VIVE Focus Plus
VIVE Cosmos Android Phones

Features

  • Left/Right hand detection
  • Gesture recognition
  • Tracking modes for hand positions (restricted by OS/hardware capability)

Tracking Modes

2D point: Supported on all platforms. A 2D point (x and y) with a fake z is returned for each detected hand. The point is always in the plane that is 25cm in front of camera.

3D point: Supported on all dual-camera platforms. A 3D point is returned for each detected hand.

Skeleton: Supported on Windows and WaveVR. Returns 21 key points for each detected hand, which can form a skeleton of the hand. The locations of the key points are illustrated in the image below:

skeleton

Magic Leap Hand Tracking

Guide

Leap Motion Hand Tracking

Developer Site

Unity Documentation

App Gallery

Hololens

Mixed Reality Toolkit Hand Tracking