Izdan API Quest 3 Depth za dinamično okluzijo mešane resničnosti

Izdan API Quest 3 Depth za dinamično okluzijo mešane resničnosti

Meta je izdala Depth API za Quest 3 kot eksperimentalno funkcijo za razvijalce za testiranje dinamične okluzije mešane resničnosti.

Quest 3 Depth API Released For Mixed Reality Dynamic Occlusion PlatoBlockchain Data Intelligence. Vertical Search. Ai.
Osnovni opis splošnega koncepta okluzije iz Mete.

In naš pregled Quest 3 we harshly criticized the lack of mixed reality dynamic occlusion. While virtual objects can appear behind the crude Scene Mesh generated by the room setup scan, they always display in front of moving objects even if further away, which looks jarring and unnatural.

Developers can already implement dynamic occlusion for your hands by using the Hand Tracking mesh, but few do because this harshly cuts off at your wrist so the rest of your arm isn’t included.

The new Depth API gives developers a per-frame coarse depth map generated by the headset from its point of view. This can be used to implement occlusion, both for moving objects such as people and for finer details of static objects since those may not have been captured in the crude Scene Mesh.

Dynamic occlusion should make mixed reality on Quest 3 look much more believable. However, the headset’s depth sensing resolution is low, so it won’t pick up details like the spaces between your fingers and you’ll see a gap on the edges of furniture.

Predlagano je tudi, da se zemljevid globine poveča le na 4 metre, potem pa "natančnost znatno pade", zato bodo razvijalci morda želeli uporabiti tudi Scene Mesh za statično okluzijo.

There are two ways developers can implement occlusion: Hard and Soft. Hard is easier to implement but has jagged edges, while Soft is more difficult and has a GPU cost but looks much better. Looking at Meta’s example clip, it’s hard to imagine any developer will choose Hard.

Poleg okluzije bi lahko razvijalci uporabili tudi Depth API za izvajanje vizualnih učinkov na podlagi globine v mešani resničnosti, kot je megla.

Uporaba API-ja Depth trenutno zahteva omogočanje eksperimentalnih funkcij na slušalkah Quest 3 z zagonom ukaza ADB:
adb shell setprop debug.oculus.experimentalEnabled 1

Razvijalci Unity morajo uporabljati tudi poskusno različico paketa Unity XR Oculus in morajo uporabljati Unity 2022.3.1 ali več.

Najdete lahko dokumentacijo za Enotnost tukaj in za Nerealno tukaj.

Kot poskusno funkcijo gradenj, ki uporabljajo Depth API, še ni mogoče naložiti v Quest Store ali App Lab, zato bodo morali razvijalci za zdaj deliti svoje implementacije z drugimi metodami distribucije, kot je SideQuest. Meta običajno spremeni funkcije iz eksperimentalnih v proizvodne v naslednji različici SDK.

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