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Spatial Mapping edge scenarios
Hi together,
what are the edge scenarios for spatial mapping eg for large rooms. Think gyms, factory halls, concert venues, churches, ...
The depth camera seems to have a range of 3.1 meters "only", will the system take additional queues from the other cameras to extend the range so that functionally it can map out larger rooms? (I believe there are Microsoft Research papers using non-depth cameras for spatial mapping).
How about visual queues needed - meaning, rooms that are large and empty?
What will the expected behavior be if wanting to use HoloLens in large buildings and wanting to walk freely in those? Office buildings, factories, hospitals including walking around everywhere? Will it automagically swap things around (as I assume there are memory limitations?) - or will a developer need to recognize and accommodate getting close to the boundaries of a mapped out area?
Finally - what about rooms with moving "parts" - think again e.g. factories, conveyor belts, areas with loads of people walking around.
What about "caring" for specific moving objects? Meaning - not just e.g. defining an area where things are e.g. ignored, but wanting to pay some attention to specific type of objects or areas of motion?
Are these topics we should be spending time on thinking ourselves or is this something we can expect to be solved by the platform or through whitepaper recommendations?
Kind regards,
[Edited by DavidKlineMS to add the Spatial Mapping tag]
Best Answer
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OptionsDavidKlineMS mod
@DaTruAndi,
The information originally linked (which includes the 3.1 meter range) discusses the currently supported scenarios of the platform.I have re-included them here for reference.
Spatial Mapping
Spatial Mapping in Unity
Spatial Mapping Design
Room Scan UXThanks!
David5
Answers
I'd like to hear responses to this too, since our use case is in warehouse spaces.
@DaTruAndi
The HoloLens continually gathers Spatial Mapping data as the user moves throughout their space. As new data is gathered, the data is provided to applications which use the Spatial Mapping API.
The following documentation pages give a good overview of using Spatial Mapping, including design and user experience considerations.
https://dev.windows.com/en-us/holographic/spatial_mapping_in_unity
https://dev.windows.com/en-us/holographic/spatial_mapping
https://dev.windows.com/en-us/holographic/spatial_mapping_design
https://dev.windows.com/en-us/holographic/room_scan_ux
Your experience can instruct the user to walk around their space and determine if enough of the area has been scanned as demonstrated in the Holographic Academy 230: Spatial Mapping course (inked below). It is also important to understand that users cannot always move around the space due to a wide variety of reasons.
https://dev.windows.com/en-us/holographic/holograms_230
Spatial Mapping quality can be influenced by a number of factors, the following link jumps directly to information on Spatial Mapping quality.
https://dev.windows.com/en-us/holographic/spatial_mapping_design#What_influences_spatial_mapping_quality.3F
Thanks!
David
@DavidKlineMS thank you for the pointers, but I am not sure this covers what I was asking.
If my questions are "too much edgy" I understand
the information provided means that high-ceiling scenarios are basically not working right now (unless you climb on ladders during a non-continuous scanning phase).
But are you thinking to support that?
or - e.g. if you guys are thinking of marking specific areas for special handling (e.g. moving conveyor belt, to give some priority on "updates"/of moving objects in area compared to normal spatial scanning)
Maybe it is too early to look at those details/edge cases, which I would understand.
@DaTruAndi,
The information originally linked (which includes the 3.1 meter range) discusses the currently supported scenarios of the platform.
I have re-included them here for reference.
Spatial Mapping
Spatial Mapping in Unity
Spatial Mapping Design
Room Scan UX
Thanks!
David