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here's a nicer live-mapping method on Quest. Sampling depth texture and writing greatest y position per x,z world heightmap pixel. It's rough but semi-functional Bad performance is from the debug mesh rather than the world mapper itself. Runs fine with the mesh off.

10,374 просмотров • 1 год назад •via X (Twitter)

Комментарии: 9

Фото профиля Thomas Van Bouwel
Thomas Van Bouwel1 год назад

Inaccuracy in the mesh is a huge problem right now, especially if you want to do things like player pathfinding safely without accidentally sending players down a staircase or through a wall - something like this would be a great solution for that. Great work!

Фото профиля sneeth
sneeth1 год назад

love all this stuff you’re doing with the quest, looks like fun to tinker around with it

Фото профиля jt
jt1 год назад

This particular project just becomes a hyperfixation every once in a while and it isn't fun at all. It's awful. It obliterates my sleep schedule every time I get into it.

Фото профиля mikolaj power
mikolaj power1 год назад

looks awesome. how do you access the depth data? and what framework are you using if any?

Фото профиля jt
jt1 год назад

@andrzejthefirst Meta provides depth frame access in their Quest SDKs

Фото профиля Maebbie
Maebbie1 год назад

wow this is so fast, looks to be in a very usable state now

Фото профиля jt
jt1 год назад

There is still a lot to do. Notably some sort of noise filtering i.e. only write to the heightmap if a height reading is consistent for some number of frames. This would probably solve issues with doorways filling in.

Фото профиля Gikis
Gikis1 год назад

So now you're able to scan a large area? I tried disabling guardian in dev options a half year ago, but it would still only allow scanning a pretty small space.

Фото профиля jt
jt1 год назад

This is my own Unity project, not the system space scanner

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