loneill Posted August 28, 2023 Share Posted August 28, 2023 Hello, I have played with the passthrough depth occlusion on the headset a bit and it seems very unfortunate that the headset does not have dynamic depth occlusion. It looks like it only tracks static objects for depth while there are other headsets that can track moving objects' depth. Are there plans to develop this in the near future? This feature is extremely necessary for having functional XR. Thanks Link to comment Share on other sites More sharing options...
andyvirt Posted November 3, 2023 Share Posted November 3, 2023 Came here to ask about this. Really would be nice if some work could be done on this. Link to comment Share on other sites More sharing options...
Alex_HTC Posted November 3, 2023 Share Posted November 3, 2023 Occlusion Based on Mesh Scans: Using scene perception, obtain a visual mesh `WVR_SceneMeshType.WVR_SceneMeshType_VisualMesh` as specified [here], and employ layers or other tests to cull virtual objects for occlusion. Glad to help clarify, this is used extensively in our project 'jelbee' https://github.com/ViveSoftware/Jelbee-MR-Demo Link to comment Share on other sites More sharing options...
andyvirt Posted November 6, 2023 Share Posted November 6, 2023 Thanks @Alex_HTC . Does that example demonstrate a user's hands occluding virtual elements? That's my main issue with passthrough at the moment. Thanks. Link to comment Share on other sites More sharing options...
Alex_HTC Posted November 6, 2023 Share Posted November 6, 2023 @andyvirt It would be one approach, but if that is the goal - i'd use the position of the hands from the hands api to create an invisible but 'occluding' object that would allow passthrough in the hands area. Link to comment Share on other sites More sharing options...
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