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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
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!

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

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.

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

@andrzejthefirst Meta provides depth frame access in their Quest SDKs

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

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.

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.

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