【AR】使用深度API实现虚实遮挡

news2024/12/28 5:32:04

遮挡效果

本段描述摘自 https://developers.google.cn/ar/develop/depth

遮挡是深度API的应用之一。
遮挡(即准确渲染虚拟物体在现实物体后面)对于沉浸式 AR 体验至关重要。
参考下图,假设场景中有一个Andy,用户可能需要放置在包含门边有后备箱的场景中。渲染时没有遮挡,Andy 会不切实际地与树干边缘重叠。如果您使用场景的深度来了解虚拟 Andy 相对于木箱等周围环境的距离,就可以准确地渲染 Andy 的遮挡效果,使其在周围环境中看起来更逼真。

图片源自 https://developers.google.cn/ar/develop/depth
在这里插入图片描述

使用ARFoundation

ARFoundation中提供了AROcclusionManager脚本,在AR Session Origin的AR Camera对象上挂载该脚本即可。在场景启动后,会自动启用虚实遮挡(当然Depth Mode 不能选择的是disable)。

在这里插入图片描述

AROcclusionManager脚本内容如下:

using System;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine.Serialization;
using UnityEngine.XR.ARSubsystems;
using UnityEngine.Rendering;

namespace UnityEngine.XR.ARFoundation
{
    /// <summary>
    /// The manager for the occlusion subsystem.
    /// </summary>
    [DisallowMultipleComponent]
    [DefaultExecutionOrder(ARUpdateOrder.k_OcclusionManager)]
    [HelpURL(HelpUrls.ApiWithNamespace + nameof(AROcclusionManager) + ".html")]
    public sealed class AROcclusionManager :
        SubsystemLifecycleManager<XROcclusionSubsystem, XROcclusionSubsystemDescriptor, XROcclusionSubsystem.Provider>
    {
        /// <summary>
        /// The list of occlusion texture infos.
        /// </summary>
        /// <value>
        /// The list of occlusion texture infos.
        /// </value>
        readonly List<ARTextureInfo> m_TextureInfos = new List<ARTextureInfo>();

        /// <summary>
        /// The list of occlusion textures.
        /// </summary>
        /// <value>
        /// The list of occlusion textures.
        /// </value>
        readonly List<Texture2D> m_Textures = new List<Texture2D>();

        /// <summary>
        /// The list of occlusion texture property IDs.
        /// </summary>
        /// <value>
        /// The list of occlusion texture property IDs.
        /// </value>
        readonly List<int> m_TexturePropertyIds = new List<int>();

        /// <summary>
        /// The human stencil texture info.
        /// </summary>
        /// <value>
        /// The human stencil texture info.
        /// </value>
        ARTextureInfo m_HumanStencilTextureInfo;

        /// <summary>
        /// The human depth texture info.
        /// </summary>
        /// <value>
        /// The human depth texture info.
        /// </value>
        ARTextureInfo m_HumanDepthTextureInfo;

        /// <summary>
        /// The environment depth texture info.
        /// </summary>
        /// <value>
        /// The environment depth texture info.
        /// </value>
        ARTextureInfo m_EnvironmentDepthTextureInfo;

        /// <summary>
        /// The environment depth confidence texture info.
        /// </summary>
        /// <value>
        /// The environment depth confidence texture info.
        /// </value>
        ARTextureInfo m_EnvironmentDepthConfidenceTextureInfo;

        /// <summary>
        /// An event which fires each time an occlusion camera frame is received.
        /// </summary>
        public event Action<AROcclusionFrameEventArgs> frameReceived;

        /// <summary>
        /// The mode for generating the human segmentation stencil texture.
        /// This method is obsolete.
        /// Use <see cref="requestedHumanStencilMode"/>
        /// or  <see cref="currentHumanStencilMode"/> instead.
        /// </summary>
        [Obsolete("Use requestedSegmentationStencilMode or currentSegmentationStencilMode instead. (2020-01-14)")]
        public HumanSegmentationStencilMode humanSegmentationStencilMode
        {
            get => m_HumanSegmentationStencilMode;
            set => requestedHumanStencilMode = value;
        }

        /// <summary>
        /// The requested mode for generating the human segmentation stencil texture.
        /// </summary>
        public HumanSegmentationStencilMode requestedHumanStencilMode
        {
            get => subsystem?.requestedHumanStencilMode ?? m_HumanSegmentationStencilMode;
            set
            {
                m_HumanSegmentationStencilMode = value;
                if (enabled && descriptor?.humanSegmentationStencilImageSupported == Supported.Supported)
                {
                    subsystem.requestedHumanStencilMode = value;
                }
            }
        }

        /// <summary>
        /// Get the current mode in use for generating the human segmentation stencil mode.
        /// </summary>
        public HumanSegmentationStencilMode currentHumanStencilMode => subsystem?.currentHumanStencilMode ?? HumanSegmentationStencilMode.Disabled;

        [SerializeField]
        [Tooltip("The mode for generating human segmentation stencil texture.\n\n"
                 + "Disabled -- No human stencil texture produced.\n"
                 + "Fastest -- Minimal rendering quality. Minimal frame computation.\n"
                 + "Medium -- Medium rendering quality. Medium frame computation.\n"
                 + "Best -- Best rendering quality. Increased frame computation.")]
        HumanSegmentationStencilMode m_HumanSegmentationStencilMode = HumanSegmentationStencilMode.Disabled;

        /// <summary>
        /// The mode for generating the human segmentation depth texture.
        /// This method is obsolete.
        /// Use <see cref="requestedHumanDepthMode"/>
        /// or  <see cref="currentHumanDepthMode"/> instead.
        /// </summary>
        [Obsolete("Use requestedSegmentationDepthMode or currentSegmentationDepthMode instead. (2020-01-15)")]
        public HumanSegmentationDepthMode humanSegmentationDepthMode
        {
            get => m_HumanSegmentationDepthMode;
            set => requestedHumanDepthMode = value;
        }

        /// <summary>
        /// Get or set the requested human segmentation depth mode.
        /// </summary>
        public HumanSegmentationDepthMode requestedHumanDepthMode
        {
            get => subsystem?.requestedHumanDepthMode ?? m_HumanSegmentationDepthMode;
            set
            {
                m_HumanSegmentationDepthMode = value;
                if (enabled && descriptor?.humanSegmentationDepthImageSupported == Supported.Supported)
                {
                    subsystem.requestedHumanDepthMode = value;
                }
            }
        }

        /// <summary>
        /// Get the current human segmentation depth mode in use by the subsystem.
        /// </summary>
        public HumanSegmentationDepthMode currentHumanDepthMode => subsystem?.currentHumanDepthMode ?? HumanSegmentationDepthMode.Disabled;

        [SerializeField]
        [Tooltip("The mode for generating human segmentation depth texture.\n\n"
                 + "Disabled -- No human depth texture produced.\n"
                 + "Fastest -- Minimal rendering quality. Minimal frame computation.\n"
                 + "Best -- Best rendering quality. Increased frame computation.")]
        HumanSegmentationDepthMode m_HumanSegmentationDepthMode = HumanSegmentationDepthMode.Disabled;

        /// <summary>
        /// Get or set the requested environment depth mode.
        /// </summary>
        public EnvironmentDepthMode requestedEnvironmentDepthMode
        {
            get => subsystem?.requestedEnvironmentDepthMode ?? m_EnvironmentDepthMode;
            set
            {
                m_EnvironmentDepthMode = value;
                if (enabled && descriptor?.environmentDepthImageSupported == Supported.Supported)
                {
                    subsystem.requestedEnvironmentDepthMode = value;
                }
            }
        }

        /// <summary>
        /// Get the current environment depth mode in use by the subsystem.
        /// </summary>
        public EnvironmentDepthMode currentEnvironmentDepthMode => subsystem?.currentEnvironmentDepthMode ?? EnvironmentDepthMode.Disabled;

        [SerializeField]
        [Tooltip("The mode for generating the environment depth texture.\n\n"
                 + "Disabled -- No environment depth texture produced.\n"
                 + "Fastest -- Minimal rendering quality. Minimal frame computation.\n"
                 + "Medium -- Medium rendering quality. Medium frame computation.\n"
                 + "Best -- Best rendering quality. Increased frame computation.")]
        EnvironmentDepthMode m_EnvironmentDepthMode = EnvironmentDepthMode.Fastest;

        [SerializeField]
        bool m_EnvironmentDepthTemporalSmoothing = true;

        /// <summary>
        /// Whether temporal smoothing should be applied to the environment depth image. Query for support with
        /// [environmentDepthTemporalSmoothingSupported](xref:UnityEngine.XR.ARSubsystems.XROcclusionSubsystemDescriptor.environmentDepthTemporalSmoothingSupported).
        /// </summary>
        /// <value>When `true`, temporal smoothing is applied to the environment depth image. Otherwise, no temporal smoothing is applied.</value>
        public bool environmentDepthTemporalSmoothingRequested
        {
            get => subsystem?.environmentDepthTemporalSmoothingRequested ?? m_EnvironmentDepthTemporalSmoothing;
            set
            {
                m_EnvironmentDepthTemporalSmoothing = value;
                if (enabled && descriptor?.environmentDepthTemporalSmoothingSupported == Supported.Supported)
                {
                    subsystem.environmentDepthTemporalSmoothingRequested = value;
                }
            }
        }

        /// <summary>
        /// Whether temporal smoothing is applied to the environment depth image. Query for support with
        /// [environmentDepthTemporalSmoothingSupported](xref:UnityEngine.XR.ARSubsystems.XROcclusionSubsystemDescriptor.environmentDepthTemporalSmoothingSupported).
        /// </summary>
        /// <value>Read Only.</value>
        public bool environmentDepthTemporalSmoothingEnabled => subsystem?.environmentDepthTemporalSmoothingEnabled ?? false;

        /// <summary>
        /// Get or set the requested occlusion preference mode.
        /// </summary>
        public OcclusionPreferenceMode requestedOcclusionPreferenceMode
        {
            get => subsystem?.requestedOcclusionPreferenceMode ?? m_OcclusionPreferenceMode;
            set
            {
                m_OcclusionPreferenceMode = value;
                if (enabled && subsystem != null)
                {
                    subsystem.requestedOcclusionPreferenceMode = value;
                }
            }
        }

        /// <summary>
        /// Get the current occlusion preference mode in use by the subsystem.
        /// </summary>
        public OcclusionPreferenceMode currentOcclusionPreferenceMode => subsystem?.currentOcclusionPreferenceMode ?? OcclusionPreferenceMode.PreferEnvironmentOcclusion;

        [SerializeField]
        [Tooltip("If both environment texture and human stencil & depth textures are available, this mode specifies which should be used for occlusion.")]
        OcclusionPreferenceMode m_OcclusionPreferenceMode = OcclusionPreferenceMode.PreferEnvironmentOcclusion;

        /// <summary>
        /// The human segmentation stencil texture.
        /// </summary>
        /// <value>
        /// The human segmentation stencil texture, if any. Otherwise, <c>null</c>.
        /// </value>
        public Texture2D humanStencilTexture
        {
            get
            {
                if (descriptor?.humanSegmentationStencilImageSupported == Supported.Supported &&
                    subsystem.TryGetHumanStencil(out var humanStencilDescriptor))
                {
                    m_HumanStencilTextureInfo = ARTextureInfo.GetUpdatedTextureInfo(m_HumanStencilTextureInfo,
                                                                                    humanStencilDescriptor);
                    DebugAssert.That(((m_HumanStencilTextureInfo.descriptor.dimension == TextureDimension.Tex2D)
                                  || (m_HumanStencilTextureInfo.descriptor.dimension == TextureDimension.None)))?.
                        WithMessage("Human Stencil Texture needs to be a Texture 2D, but instead is "
                                    + $"{m_HumanStencilTextureInfo.descriptor.dimension.ToString()}.");
                    return m_HumanStencilTextureInfo.texture as Texture2D;
                }
                return null;
            }
        }

        /// <summary>
        /// Attempt to get the latest human stencil CPU image. This provides directly access to the raw pixel data.
        /// </summary>
        /// <remarks>
        /// The `XRCpuImage` must be disposed to avoid resource leaks.
        /// </remarks>
        /// <param name="cpuImage">If this method returns `true`, an acquired `XRCpuImage`.</param>
        /// <returns>Returns `true` if the CPU image was acquired. Returns `false` otherwise.</returns>
        public bool TryAcquireHumanStencilCpuImage(out XRCpuImage cpuImage)
        {
            if (descriptor?.humanSegmentationStencilImageSupported == Supported.Supported)
            {
                return subsystem.TryAcquireHumanStencilCpuImage(out cpuImage);
            }

            cpuImage = default;
            return false;
        }

        /// <summary>
        /// The human segmentation depth texture.
        /// </summary>
        /// <value>
        /// The human segmentation depth texture, if any. Otherwise, <c>null</c>.
        /// </value>
        public Texture2D humanDepthTexture
        {
            get
            {
                if (descriptor?.humanSegmentationDepthImageSupported == Supported.Supported &&
                    subsystem.TryGetHumanDepth(out var humanDepthDescriptor))
                {
                    m_HumanDepthTextureInfo = ARTextureInfo.GetUpdatedTextureInfo(m_HumanDepthTextureInfo,
                                                                                  humanDepthDescriptor);
                    DebugAssert.That(m_HumanDepthTextureInfo.descriptor.dimension == TextureDimension.Tex2D
                                  || m_HumanDepthTextureInfo.descriptor.dimension == TextureDimension.None)?.
                        WithMessage("Human Depth Texture needs to be a Texture 2D, but instead is "
                                    + $"{m_HumanDepthTextureInfo.descriptor.dimension.ToString()}.");
                    return m_HumanDepthTextureInfo.texture as Texture2D;
                }
                return null;
            }
        }

        /// <summary>
        /// Attempt to get the latest environment depth confidence CPU image. This provides direct access to the
        /// raw pixel data.
        /// </summary>
        /// <remarks>
        /// The `XRCpuImage` must be disposed to avoid resource leaks.
        /// </remarks>
        /// <param name="cpuImage">If this method returns `true`, an acquired `XRCpuImage`.</param>
        /// <returns>Returns `true` if the CPU image was acquired. Returns `false` otherwise.</returns>
        public bool TryAcquireEnvironmentDepthConfidenceCpuImage(out XRCpuImage cpuImage)
        {
            if (descriptor?.environmentDepthConfidenceImageSupported == Supported.Supported)
            {
                return subsystem.TryAcquireEnvironmentDepthConfidenceCpuImage(out cpuImage);
            }

            cpuImage = default;
            return false;
        }

        /// <summary>
        /// The environment depth confidence texture.
        /// </summary>
        /// <value>
        /// The environment depth confidence texture, if any. Otherwise, <c>null</c>.
        /// </value>
        public Texture2D environmentDepthConfidenceTexture
        {
            get
            {
                if (descriptor?.environmentDepthConfidenceImageSupported == Supported.Supported
                    && subsystem.TryGetEnvironmentDepthConfidence(out var environmentDepthConfidenceDescriptor))
                {
                    m_EnvironmentDepthConfidenceTextureInfo = ARTextureInfo.GetUpdatedTextureInfo(m_EnvironmentDepthConfidenceTextureInfo,
                                                                                                  environmentDepthConfidenceDescriptor);
                    DebugAssert.That(m_EnvironmentDepthConfidenceTextureInfo.descriptor.dimension == TextureDimension.Tex2D
                                  || m_EnvironmentDepthConfidenceTextureInfo.descriptor.dimension == TextureDimension.None)?.
                        WithMessage("Environment depth confidence texture needs to be a Texture 2D, but instead is "
                                    + $"{m_EnvironmentDepthConfidenceTextureInfo.descriptor.dimension.ToString()}.");
                    return m_EnvironmentDepthConfidenceTextureInfo.texture as Texture2D;
                }
                return null;
            }
        }


        /// <summary>
        /// Attempt to get the latest human depth CPU image. This provides direct access to the raw pixel data.
        /// </summary>
        /// <remarks>
        /// The `XRCpuImage` must be disposed to avoid resource leaks.
        /// </remarks>
        /// <param name="cpuImage">If this method returns `true`, an acquired `XRCpuImage`.</param>
        /// <returns>Returns `true` if the CPU image was acquired. Returns `false` otherwise.</returns>
        public bool TryAcquireHumanDepthCpuImage(out XRCpuImage cpuImage)
        {
            if (descriptor?.humanSegmentationDepthImageSupported == Supported.Supported)
            {
                return subsystem.TryAcquireHumanDepthCpuImage(out cpuImage);
            }

            cpuImage = default;
            return false;
        }

        /// <summary>
        /// The environment depth texture.
        /// </summary>
        /// <value>
        /// The environment depth texture, if any. Otherwise, <c>null</c>.
        /// </value>
        public Texture2D environmentDepthTexture
        {
            get
            {
                if (descriptor?.environmentDepthImageSupported == Supported.Supported
                    && subsystem.TryGetEnvironmentDepth(out var environmentDepthDescriptor))
                {
                    m_EnvironmentDepthTextureInfo = ARTextureInfo.GetUpdatedTextureInfo(m_EnvironmentDepthTextureInfo,
                                                                                        environmentDepthDescriptor);
                    DebugAssert.That(m_EnvironmentDepthTextureInfo.descriptor.dimension == TextureDimension.Tex2D
                                  || m_EnvironmentDepthTextureInfo.descriptor.dimension == TextureDimension.None)?.
                        WithMessage("Environment depth texture needs to be a Texture 2D, but instead is "
                                    + $"{m_EnvironmentDepthTextureInfo.descriptor.dimension.ToString()}.");
                    return m_EnvironmentDepthTextureInfo.texture as Texture2D;
                }
                return null;
            }
        }

        /// <summary>
        /// Attempt to get the latest environment depth CPU image. This provides direct access to the raw pixel data.
        /// </summary>
        /// <remarks>
        /// The `XRCpuImage` must be disposed to avoid resource leaks.
        /// </remarks>
        /// <param name="cpuImage">If this method returns `true`, an acquired `XRCpuImage`.</param>
        /// <returns>Returns `true` if the CPU image was acquired. Returns `false` otherwise.</returns>
        public bool TryAcquireEnvironmentDepthCpuImage(out XRCpuImage cpuImage)
        {
            if (descriptor?.environmentDepthImageSupported == Supported.Supported)
            {
                return subsystem.TryAcquireEnvironmentDepthCpuImage(out cpuImage);
            }

            cpuImage = default;
            return false;
        }

        /// <summary>
        /// Attempt to get the latest raw environment depth CPU image. This provides direct access to the raw pixel data.
        /// </summary>
        /// <remarks>
        /// > [!NOTE]
        /// > The `XRCpuImage` must be disposed to avoid resource leaks.
        /// This differs from <see cref="TryAcquireEnvironmentDepthCpuImage"/> in that it always tries to acquire the
        /// raw environment depth image, whereas <see cref="TryAcquireEnvironmentDepthCpuImage"/> depends on the value
        /// of <see cref="environmentDepthTemporalSmoothingEnabled"/>.
        /// </remarks>
        /// <param name="cpuImage">If this method returns `true`, an acquired `XRCpuImage`.</param>
        /// <returns>Returns `true` if the CPU image was acquired. Returns `false` otherwise.</returns>
        public bool TryAcquireRawEnvironmentDepthCpuImage(out XRCpuImage cpuImage)
        {
            if (subsystem == null)
            {
                cpuImage = default;
                return false;
            }

            return subsystem.TryAcquireRawEnvironmentDepthCpuImage(out cpuImage);
        }

        /// <summary>
        /// Attempt to get the latest smoothed environment depth CPU image. This provides direct access to
        /// the raw pixel data.
        /// </summary>
        /// <remarks>
        /// > [!NOTE]
        /// > The `XRCpuImage` must be disposed to avoid resource leaks.
        /// This differs from <see cref="TryAcquireEnvironmentDepthCpuImage"/> in that it always tries to acquire the
        /// smoothed environment depth image, whereas <see cref="TryAcquireEnvironmentDepthCpuImage"/>
        /// depends on the value of <see cref="environmentDepthTemporalSmoothingEnabled"/>.
        /// </remarks>
        /// <param name="cpuImage">If this method returns `true`, an acquired `XRCpuImage`.</param>
        /// <returns>Returns `true` if the CPU image was acquired. Returns `false` otherwise.</returns>
        public bool TryAcquireSmoothedEnvironmentDepthCpuImage(out XRCpuImage cpuImage)
        {
            if (subsystem == null)
            {
                cpuImage = default;
                return false;
            }

            return subsystem.TryAcquireSmoothedEnvironmentDepthCpuImage(out cpuImage);
        }

        /// <summary>
        /// Callback before the subsystem is started (but after it is created).
        /// </summary>
        protected override void OnBeforeStart()
        {
            requestedHumanStencilMode = m_HumanSegmentationStencilMode;
            requestedHumanDepthMode = m_HumanSegmentationDepthMode;
            requestedEnvironmentDepthMode = m_EnvironmentDepthMode;
            requestedOcclusionPreferenceMode = m_OcclusionPreferenceMode;
            environmentDepthTemporalSmoothingRequested = m_EnvironmentDepthTemporalSmoothing;

            ResetTextureInfos();
        }

        /// <summary>
        /// Callback when the manager is being disabled.
        /// </summary>
        protected override void OnDisable()
        {
            base.OnDisable();

            ResetTextureInfos();
            InvokeFrameReceived();
        }

        /// <summary>
        /// Callback as the manager is being updated.
        /// </summary>
        public void Update()
        {
            if (subsystem != null)
            {
                UpdateTexturesInfos();
                InvokeFrameReceived();

                requestedEnvironmentDepthMode = m_EnvironmentDepthMode;
                requestedHumanDepthMode = m_HumanSegmentationDepthMode;
                requestedHumanStencilMode = m_HumanSegmentationStencilMode;
                requestedOcclusionPreferenceMode = m_OcclusionPreferenceMode;
                environmentDepthTemporalSmoothingRequested = m_EnvironmentDepthTemporalSmoothing;
            }
        }

        void ResetTextureInfos()
        {
            m_HumanStencilTextureInfo.Reset();
            m_HumanDepthTextureInfo.Reset();
            m_EnvironmentDepthTextureInfo.Reset();
            m_EnvironmentDepthConfidenceTextureInfo.Reset();
        }

        /// <summary>
        /// Pull the texture descriptors from the occlusion subsystem, and update the texture information maintained by
        /// this component.
        /// </summary>
        void UpdateTexturesInfos()
        {
            var textureDescriptors = subsystem.GetTextureDescriptors(Allocator.Temp);
            try
            {
                int numUpdated = Math.Min(m_TextureInfos.Count, textureDescriptors.Length);

                // Update the existing textures that are in common between the two arrays.
                for (int i = 0; i < numUpdated; ++i)
                {
                    m_TextureInfos[i] = ARTextureInfo.GetUpdatedTextureInfo(m_TextureInfos[i], textureDescriptors[i]);
                }

                // If there are fewer textures in the current frame than we had previously, destroy any remaining unneeded
                // textures.
                if (numUpdated < m_TextureInfos.Count)
                {
                    for (int i = numUpdated; i < m_TextureInfos.Count; ++i)
                    {
                        m_TextureInfos[i].Reset();
                    }
                    m_TextureInfos.RemoveRange(numUpdated, (m_TextureInfos.Count - numUpdated));
                }
                // Else, if there are more textures in the current frame than we have previously, add new textures for any
                // additional descriptors.
                else if (textureDescriptors.Length > m_TextureInfos.Count)
                {
                    for (int i = numUpdated; i < textureDescriptors.Length; ++i)
                    {
                        m_TextureInfos.Add(new ARTextureInfo(textureDescriptors[i]));
                    }
                }
            }
            finally
            {
                if (textureDescriptors.IsCreated)
                {
                    textureDescriptors.Dispose();
                }
            }
        }

        /// <summary>
        /// Invoke the occlusion frame received event with the updated textures and texture property IDs.
        /// </summary>
        void InvokeFrameReceived()
        {
            if (frameReceived != null)
            {
                int numTextureInfos = m_TextureInfos.Count;

                m_Textures.Clear();
                m_TexturePropertyIds.Clear();

                m_Textures.Capacity = numTextureInfos;
                m_TexturePropertyIds.Capacity = numTextureInfos;

                for (int i = 0; i < numTextureInfos; ++i)
                {
                    DebugAssert.That(m_TextureInfos[i].descriptor.dimension == TextureDimension.Tex2D)?.
                        WithMessage($"Texture needs to be a Texture 2D, but instead is {m_TextureInfos[i].descriptor.dimension.ToString()}.");

                    m_Textures.Add((Texture2D)m_TextureInfos[i].texture);
                    m_TexturePropertyIds.Add(m_TextureInfos[i].descriptor.propertyNameId);
                }

                subsystem.GetMaterialKeywords(out List<string> enabledMaterialKeywords, out List<string>disabledMaterialKeywords);

                AROcclusionFrameEventArgs args = new AROcclusionFrameEventArgs();
                args.textures = m_Textures;
                args.propertyNameIds = m_TexturePropertyIds;
                args.enabledMaterialKeywords = enabledMaterialKeywords;
                args.disabledMaterialKeywords = disabledMaterialKeywords;

                frameReceived(args);
            }
        }
    }
}

使用EQ-R实现

EQ-R

简介

EQ-Renderer是EQ基于sceneform(filament)扩展的一个用于安卓端的三维AR渲染器。

主要功能

它包含sceneform_v1.16.0中九成接口(剔除了如sfb资源加载等已弃用的内容),扩展了视频背景视图、解决了sceneform模型加载的内存泄漏问题、集成了AREngine和ORB-SLAM3、添加了场景坐标与地理坐标系(CGCS-2000)的转换方法。

注:由于精力有限,文档和示例都不完善。sceneform相关请直接参考谷歌官方文档,扩展部分接口说明请移步git联系。

相关链接

Git仓库
  • EQ-Renderer的示例工程
码云
  • EQ-Renderer的示例工程
EQ-R相关文档
  • 文档目录

使用示例

需要在安卓清单中添加其值设为“com.google.ar.core.depth>

接口调用

在使用ARSceneLayout 创建AR布局控件时,在适当的地方修改深度遮挡模式即可,示例如下。

ARSceneLayout layout = new ARSceneLayout(this);//使用普通3d视图
layout.getSceneView.getCameraStream()
				 setDepthOcclusionMode(DepthOcclusionMode.DEPTH_OCCLUSION_ENABLED);

实现方式

获取深度图和相机帧,在着色器中根据深度数据处理。

EQ-R基于filament

filament材质如下:

material {
    name : depth,
    shadingModel : unlit,
    blending : opaque,
    vertexDomain : device,
    parameters : [
        {
            type : samplerExternal,
            name : cameraTexture
        },
        {
            type : sampler2d,
            name : depthTexture
        },
        {
            type : float4x4,
            name : uvTransform
        }
    ],
    requires : [
        uv0
    ]
}

fragment {
    void material(inout MaterialInputs material) {
        prepareMaterial(material);
        material.baseColor.rgb = inverseTonemapSRGB(texture(materialParams_cameraTexture, getUV0()).rgb);
        vec2 packed_depth = texture(materialParams_depthTexture, getUV0()).xy;
        float depth_mm = dot(packed_depth, vec2(255.f, 256.f * 255.f));
        vec4 view = mulMat4x4Float3(getClipFromViewMatrix(), vec3(0.f, 0.f, -depth_mm / 1000.f));
        float ndc_depth = view.z / view.w;
        gl_FragDepth = 1.f - ((ndc_depth + 1.f) / 2.f);
    }
}

vertex {
    void materialVertex(inout MaterialVertexInputs material) {
        material.uv0 = mulMat4x4Float3(materialParams.uvTransform, vec3(material.uv0.x, material.uv0.y, 0.f)).xy;
    }
} 

示例应用

之前基于Android(Java)做过的示例应用。

管线巡检示例 :开挖显示、卷帘效果…

在这里插入图片描述

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