Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.

Is it possible to access the raw data from the sensors on a holoLens?

Yes I have noticed that if you use a holoLens after clearing the initial menu away you can see the triangulation model of the room background after a tap gesture. This mesh appears to be more dense than the one I can get from the spatial mapping default parameters system. I realize I could change the mesh density but have not done so yet. Also, voxelation of a screen frame must be found before anything else and the data is synthesized by a transformation into hitscreen parameters which we can read off. I realize over many frames HoloLens is working to give me some more reliable output based on repeat output over dozens of frames. Is there something I can do to expose the instantaneous grid data (distance and color perhaps) of each voxel?

Failing this, does anyone know the criteria for triangulation? Are these flat surfaces or are they something like NURBS (non uniform rationalized b-splines?) which are the stock elements in modern digital drawing techniques? What NURBS attempt to do is to have 1) continuity at the triangle boundaries with its neighbors who are on the same surface. 2) Have continuity of slope also. I am not sure without looking at a book as to whether the rate of change of slope has to be the same either but all the same it is a good way of getting smoothness across the boundaries to the second degree. Of course this is no good for corners and something else needs to be used where there is a purposeful reason for a slope discontinuity!

If anybody has information on this it would be good to help some of us out there make sense of how HoloLens does its stuff.

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