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建网站服务器用什么,医药公司网站设计,设计展厅的公司,一个软件的开发流程图遮挡效果 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#xff08;即准确渲染虚拟物体在现实物体后面#xff09;对于沉浸式 AR 体验至关重要。 参考下图#xff0c;假设场景中有一个Andy#xff0c;用户可能需要放置在包含…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 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。 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 :SubsystemLifecycleManagerXROcclusionSubsystem, XROcclusionSubsystemDescriptor, XROcclusionSubsystem.Provider{/// summary/// The list of occlusion texture infos./// /summary/// value/// The list of occlusion texture infos./// /valuereadonly ListARTextureInfo m_TextureInfos new ListARTextureInfo();/// summary/// The list of occlusion textures./// /summary/// value/// The list of occlusion textures./// /valuereadonly ListTexture2D m_Textures new ListTexture2D();/// summary/// The list of occlusion texture property IDs./// /summary/// value/// The list of occlusion texture property IDs./// /valuereadonly Listint m_TexturePropertyIds new Listint();/// summary/// The human stencil texture info./// /summary/// value/// The human stencil texture info./// /valueARTextureInfo m_HumanStencilTextureInfo;/// summary/// The human depth texture info./// /summary/// value/// The human depth texture info./// /valueARTextureInfo m_HumanDepthTextureInfo;/// summary/// The environment depth texture info./// /summary/// value/// The environment depth texture info./// /valueARTextureInfo m_EnvironmentDepthTextureInfo;/// summary/// The environment depth confidence texture info./// /summary/// value/// The environment depth confidence texture info./// /valueARTextureInfo m_EnvironmentDepthConfidenceTextureInfo;/// summary/// An event which fires each time an occlusion camera frame is received./// /summarypublic event ActionAROcclusionFrameEventArgs frameReceived;/// summary/// The mode for generating the human segmentation stencil texture./// This method is obsolete./// Use see crefrequestedHumanStencilMode//// or see crefcurrentHumanStencilMode/ 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./// /summarypublic 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./// /summarypublic 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 crefrequestedHumanDepthMode//// or see crefcurrentHumanDepthMode/ 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./// /summarypublic 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./// /summarypublic 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./// /summarypublic 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./// /summarypublic 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/// valueWhen true, temporal smoothing is applied to the environment depth image. Otherwise, no temporal smoothing is applied./valuepublic 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/// valueRead Only./valuepublic bool environmentDepthTemporalSmoothingEnabled subsystem?.environmentDepthTemporalSmoothingEnabled ?? false;/// summary/// Get or set the requested occlusion preference mode./// /summarypublic 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./// /summarypublic 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, cnull/c./// /valuepublic 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 namecpuImageIf this method returns true, an acquired XRCpuImage./param/// returnsReturns true if the CPU image was acquired. Returns false otherwise./returnspublic 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, cnull/c./// /valuepublic 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 namecpuImageIf this method returns true, an acquired XRCpuImage./param/// returnsReturns true if the CPU image was acquired. Returns false otherwise./returnspublic 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, cnull/c./// /valuepublic 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 namecpuImageIf this method returns true, an acquired XRCpuImage./param/// returnsReturns true if the CPU image was acquired. Returns false otherwise./returnspublic 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, cnull/c./// /valuepublic 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 namecpuImageIf this method returns true, an acquired XRCpuImage./param/// returnsReturns true if the CPU image was acquired. Returns false otherwise./returnspublic 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 crefTryAcquireEnvironmentDepthCpuImage/ in that it always tries to acquire the/// raw environment depth image, whereas see crefTryAcquireEnvironmentDepthCpuImage/ depends on the value/// of see crefenvironmentDepthTemporalSmoothingEnabled/./// /remarks/// param namecpuImageIf this method returns true, an acquired XRCpuImage./param/// returnsReturns true if the CPU image was acquired. Returns false otherwise./returnspublic 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 crefTryAcquireEnvironmentDepthCpuImage/ in that it always tries to acquire the/// smoothed environment depth image, whereas see crefTryAcquireEnvironmentDepthCpuImage//// depends on the value of see crefenvironmentDepthTemporalSmoothingEnabled/./// /remarks/// param namecpuImageIf this method returns true, an acquired XRCpuImage./param/// returnsReturns true if the CPU image was acquired. Returns false otherwise./returnspublic 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)./// /summaryprotected 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./// /summaryprotected override void OnDisable(){base.OnDisable();ResetTextureInfos();InvokeFrameReceived();}/// summary/// Callback as the manager is being updated./// /summarypublic 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./// /summaryvoid 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./// /summaryvoid 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 Liststring enabledMaterialKeywords, out ListstringdisabledMaterialKeywords);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sceneformfilament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()setDepthOcclusionModeDepthOcclusionMode.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…
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