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Volume rendering inside out on Hololens 2

Open slowizzm opened this issue 4 years ago • 7 comments

In the normal game view the 3D volume looks accurate, but when I view from the Hololens 2 (I have not tested any other AR/VR HMD's) the 3D volume looks as though it is inside out, projecting onto the inner walls of the cube mesh. I have tried tweaking the properties in the shader, but have had no luck. Hoping you may be able to track down a quick fix. Thank you.

slowizzm avatar Nov 12 '21 15:11 slowizzm

Hi @slowizzm

I use this package for developing Hololens 2 apps as well, but haven't noticed this issue. The only difference with normal game view is the rendering for one eye addressed in https://github.com/mlavik1/UnityVolumeRendering/issues/54 . If you could share a photo of what you see through the hololens would be helpful.

vahpy avatar Nov 12 '21 23:11 vahpy

After dealing with issue #54, I'm in the same problem. The information seems to only come from the wall of the cube. However, the photo from main camera seems to be totally fine. 20220421_151802_HoloLens This is the figure taken from main camera, it seems to be normal. However, the view from the screen is in problem.

lihaowei1999 avatar Apr 21 '22 22:04 lihaowei1999

Change the stereo render mode to multi pass and the problem would be solved.

lihaowei1999 avatar Apr 21 '22 22:04 lihaowei1999

Hi, all is ok in my scene , but when I build for my desktop windows , when I run the executable in Vr it works in my oculus Quest 2 but its lagging , the movment of the headset is not fluent and black edges from boths sides of my headseat appears , all the movment of the scene are lagged , is it a frame rate problem or frequency ? , when I Increase the frequency of the headset in oculus app , the executable of the volume rendering scene stand on starting and dont work , it displays only Made with Unity and stay blocked , please could you help me , I need help please

yas51 avatar Mar 05 '24 16:03 yas51

Hi @yas51 , So if I understand you correctly you're not building for Oculus standalone, but you're running it through Windows, right? And you do have a fairly good GPU?

For me it has worked quite well in VR (with WIndows + NVIDIA RTX A2000), at least as long as I disable lighting and turn on the "early ray termination" setting - however Oculus 2 standalone can be a challenge. You could try some of the suggestions in this thread: https://github.com/mlavik1/UnityVolumeRendering/issues/222

  • Downscale the dataset (if texture fetch is the bottleneck)
  • Enable early ray termination
  • Disable lighting
  • Disable cubic interpolation
  • Adjust MAX_NUM_STEPS in the shader
  • Adjust UnityEngine.XR.XRSettings.renderScale (will likely look bad though)

Also, if you can switch to HDRP you could try using DLSL: https://docs.unity3d.com/Packages/[email protected]/manual/deep-learning-super-sampling-in-hdrp.html Since the performance will often be directly proportional to the render resolution when volume rendering, this could help a lot. (that will probably not be available in standalone Oculus builds though)

mlavik1 avatar Mar 22 '24 06:03 mlavik1

Hi Mlavik, Thanks a lot. God bless you.

Best regards Yasin

Le ven. 22 mar. 2024 à 06:59, Matias Lavik @.***> a écrit :

Hi @yas51 https://github.com/yas51 , So if I understand you correctly you're not building for Oculus standalone, but you're running it through Windows, right? And you do have a fairly good GPU?

For me it has worked quite well in VR (with WIndows + NVIDIA RTX A2000), at least as long as I disable lighting and turn on the "early ray termination" setting - however Oculus 2 standalone can be a challenge. You could try some of the suggestions in this thread: #222 https://github.com/mlavik1/UnityVolumeRendering/issues/222

  • Downscale the dataset (if texture fetch is the bottleneck)
  • Enable early ray termination
  • Disable lighting
  • Disable cubic interpolation
  • Adjust MAX_NUM_STEPS in the shader
  • Adjust UnityEngine.XR.XRSettings.renderScale (will likely look bad though)

Also, if you can switch to HDRP you could try using DLSL: @.***/manual/deep-learning-super-sampling-in-hdrp.html Since the performance will often be directly proportional to the render resolution when volume rendering, this could help a lot.

— Reply to this email directly, view it on GitHub https://github.com/mlavik1/UnityVolumeRendering/issues/71#issuecomment-2014471601, or unsubscribe https://github.com/notifications/unsubscribe-auth/AJOL5WXA4GDWYLCQUJXJ6H3YZPJDTAVCNFSM5H5EW5E2U5DIOJSWCZC7NNSXTN2JONZXKZKDN5WW2ZLOOQ5TEMBRGQ2DOMJWGAYQ . You are receiving this because you were mentioned.Message ID: @.***>

yas51 avatar Mar 22 '24 08:03 yas51