Comments (14)
Hi there, looks like 4.27.1 has just released !
What can we expect from Microsoft Open XR Scene Understanding exactly ?
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I'm currently working on adding Scene Understanding support to the Unreal plugin using the XR_MSFT_scene_understanding
OpenXR extension.
from microsoft-openxr-unreal.
I'm currently working on adding Scene Understanding support to the Unreal plugin using the
XR_MSFT_scene_understanding
OpenXR extension.
Very cool, thanks for letting me know.
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Any ETA on this?
Thnaks.
from microsoft-openxr-unreal.
Hi @shukenmg, we're waiting on an engine fix we need to come out in 4.27.1- after that, SU will be ready to go.
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Ok, looking forward to it.
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Documentation is upcoming, but you can take a look at the SpatialMappingActor for how SU works.
Use SceneUnderstanding in ToggleARCapture to use, and GetObjectClassification on the ARTrackedGeometry to identify what type of mesh it is.
There are also a few ini entries you can set to control the behavior of scene understanding:
- ShouldDoSceneUnderstandingMeshDetection will add meshes that overlap planes. Otherwise SU will only map planes. (This will be added as a new checkbox in the ARSessionConfig in a future engine release)
- SceneUnderstandingVolumeHeight is an optional entry to control the height of the scan volume. Otherwise the scan will be a sphere sized by the SpatialMeshingVolumeSize in the HoloLens project settings.
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Nice, this works well, thanks for all the work!
:)
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Does this mean that full scene understanding can now be supported via remoting?
Thanks!
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Great! Thanks so much @fieldsJacksonG !
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Version 1.1.12 is going into the marketplace now with this remoting version.
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@fieldsJacksonG Hi!
When I enable generate collision like this
UE5 crashes with this:
Assertion failed: CurrentCookHelper == nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp] [Line: 619]
UnrealEditor_Engine!UBodySetup::CreatePhysicsMeshesAsync() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:619]
UnrealEditor_MRMesh!UMRMeshComponent::SendBrickData_Internal() [D:\build\++UE5\Sync\Engine\Source\Runtime\MRMesh\Private\MRMeshComponent.cpp:768]
UnrealEditor_MRMesh!UMRMeshComponent::UpdateMesh() [D:\build\++UE5\Sync\Engine\Source\Runtime\MRMesh\Private\MRMeshComponent.cpp:1101]
UnrealEditor_AugmentedReality!UARPlaneComponent::UpdateVisualization_Implementation() [D:\build\++UE5\Sync\Engine\Source\Runtime\AugmentedReality\Private\ARComponent.cpp:418]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_AugmentedReality!UARPlaneComponent::OnRep_Payload() [D:\build\++UE5\Sync\Engine\Source\Runtime\AugmentedReality\Private\ARComponent.cpp:175]
UnrealEditor_AugmentedReality!UARPlaneComponent::execServerUpdatePayload() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\AugmentedReality\ARComponent.gen.cpp:1606]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_AugmentedReality!UARPlaneComponent::ServerUpdatePayload() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\AugmentedReality\ARComponent.gen.cpp:1651]
UnrealEditor_AugmentedReality!UARPlaneComponent::Update() [D:\build\++UE5\Sync\Engine\Source\Runtime\AugmentedReality\Private\ARComponent.cpp:175]
UnrealEditor_OpenXRAR!FOpenXRARSystem::OnObjectUpdated_GameThread() [D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRAR\Private\OpenXRAR.cpp:744]
UnrealEditor_OpenXRAR!TBaseSPMethodDelegateInstance<0,FOpenXRARSystem,1,void __cdecl(void),FDefaultDelegateUserPolicy,TSharedPtr<FOpenXRARTrackedGeometryData,1> >::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UnrealEditor_OpenXRAR!TGraphTask<FSimpleDelegateGraphTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2169]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1531]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
How can I fix this? Thanks!
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@fieldsJacksonG
I found a issue with SU, it doesn't return mesh data, only planes.
In the docs it mentions that it can return a watertight mesh and also object meshes.
from microsoft-openxr-unreal.
@fieldsJacksonG
It would also be cool if it were possible to actually tag/classify the Unknown
objects as BACKGROUND/INFERRED/UNKNOWN
Maybe this is waiting on an engine change?
Thanks!
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Related Issues (20)
- Very bad performance when remoting on UE 5.1 (In Editor)
- Support LOD and better spatial mesh quality in Scene Understanding
- Unnecessary Plane Updates when using spatial mapping.
- Audio capture feature in LocatableCamPlugin?
- Crashes with GPUScene
- Crash When Creating Standalone Game
- 5.0.3 Compile error
- Hololens2 Mixed reality capture (MRC) HologramTransparency
- Support for UE 5.2? HOT 22
- How to add a gesture controller in multiplayer?
- QR Detection HOT 2
- Can't get Tracking State [UE5] HOT 2
- Crashes under stress [UE5] HOT 3
- Handtracking problems with long Sleeves [UE5]
- Spatial mapping/Scene Understanding cannot generate collision for Mesh Data HOT 3
- [Question] Best material practice for Hololens
- Update EARObjectClassification in Unreal Engine to include the ObjectTypes for Scene Understanding
- How to do the equivalent of enabling EnableSceneObjectMeshes and EnableWorldMesh according to the docs
- Holographic Streaming with package executable (UE v5.1)
- UE5.1 Spatial Mapping/ Scene Understanding, bad triangles
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