Meta Quest 3 Depth API: Static vs Dynamic Occlusion - Tested & Explained
Testing out an Oculus Sample project on Github for Unity that showcases the new experimental Depth API and Dynamic occlusion using computer vision spatial depth mapping. How it works on the Meta Quest 3 VR/MR headset. This allows depth scanning in real-time during the mixed reality app's runtime, allowing hands and body segmentation and physical objects appear on top of virtual content. Also making changes to the room and objects' structure and positioning is picked up for proper occlusion compared to the static room depth scan feature which finalized the 3D mesh after the scan. Demonstrating both the Soft Occlusion (more accurate) and Hard Occlusion (less accurate but uses less GPU resources). A very promising feature that still needs work and optimizations before being released. Meta's Depth API is available to developers and part of the experimental features. 0:00 Intro 0:27 What is Meta's Depth API 0:53 Quest 3 Depth Scanning Explained 3:06 Depth Scan Mesh & Planes Visualization 3:54 Occlusion vs No Occlusion Demo (Planes vs Mesh) 5:10 What Issues Dynamic Occlusion Solves? 6:14 Dynamic Occlusion Showcase: Pros and Cons 13:45 Recap #occlusion #computervision #quest3 #mixedreality #technology
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