Edward Ahn
Edward Ahn
Got it, thank you! Then when I run the scenes, what are the boxes that float throughout the map? And what does `levelOfDetails` do? (if levelOfDetails is not equal to...
@MohammadJohari did you end up getting this to work for ScanNet? I'm trying to use it on a custom dataset myself, mostly indoors.
@alexklwong Hey Alex, similar question - is it possible to feed it dense depth maps? I'm feeding it a dense depth map from an Azure Kinect and am struggling to...
@mark2142 did you manage to get it working with the older version of the sort (v0.7)? for me, i just see a black screen
Hey @b0nes164, thank you for the awesome work. Any update on the bug solution? Looking into the code to help out, but asking in case there's more progress.
@b0nes164 I'm using commit b6c0dca from aras-p/UnityGaussianSplatting (v0.7) which leads to a black screen. I tried LeeSYSU's results (Unity 6 Preview, il2cpp, .NET framework), including the commit that they used...
@sam598 https://github.com/b0nes164/UnityGaussianSplatting I'll try it out later tonight. Thanks in advance for your awesome work!
@geyang Looks like I'm always a week behind what you're working on haha. Did you switch to using an imperative implementation via vanilla three.js?
@bbohlender I think I found the issue, at least on my end with a Quest 3. In [createXRLayer](https://github.com/pmndrs/xr/blob/a0e96785eaec02d5fb9651c198c263ff132ca4f1/packages/xr/src/layer.ts#L64), `createXRVideoLayer` or `createXRNormalLayer` are called, both of which call `getSpaceFromAncestors` which returns...
@geyang In case you haven't solved it, I also ran into this issue. It happens because WebXRManager.updateCamera gets called every frame, and the left and right camera's end up inheriting...