3D Graphics

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Posts under 3D Graphics tag

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Ventura only bug 'NSWindow drag regions should only be invalidated on the Main Thread!'
I am an author of Java application which uses the JOGL libraries to interface with OpenGL. The application is shipped with a bundled JRE and the relevant libraries. With the upgrade to Ventura, the application fails to start with the exception in the title. It is unclear to me how to proceed. Things that I know: Our other applications that do not use JOGL continue to run file, suggesting that it is not a problem with the JRE, The application works on the same hardware with pre-Ventura OSs, suggesting that there is not a problem with the library configuration. Does anyone have any thoughts on how to investigate this problem (or a fix!) Thanks in advance -- Dave
1
2
1.1k
Oct ’22
Best way to integrate 3d game functionality in Native OS
Hello! I am currently trying to implement a 3d game, in which I also need nativeiOS functionality like good integration of the applePencil (like with pencilKit). I thought about using SceneKit but as I found a lot of information that it is not that great (https://developer.apple.com/forums/thread/117457) I went for Unity. I used the Unity as a library for SwiftUI (https://docs.unity3d.com/Manual/UnityasaLibrary.html) which worked but one withdraw is that unity always has to be opened FullScreen and I felt uncomfortable just overlaying the unity window with SwiftUI UI elements. Furthermore as I realized that Unity as a library is not available for macOS I now have to come up with a different solution anyway. (The background is Unity, the UI is SwiftUI) I think about using Flutter or ReatNative and combine the modules from Unity and Native iOS there. Do you think this is a good idea, or do you propose a different solution?
0
0
951
Oct ’22
BC7 Mipmap Problems in Catalina and Mojave
I've run into two (possibly related) problems involving mipmaps in BC7 RGBA Unorm textures. The first, and more serious, is a crash when uploading the last mipmap level of a texture. Thus far this has only happened on two machines, both running Catalina. Also, only certain textures cause the crash, but there doesn't seem to be anything unusual about them. From the crash reports: MacOS 10.15.7 19H1519, Intel Graphics 4000 (this is from a debug, single-threaded build) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25cff33d CpuSwizzleBlt + 11667 1 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7ca0 -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1387 2 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7e2f -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 74 MacOS 10.15.7 19H1419, Intel Graphics 5000 (this is from a release, multi-threaded build) Thread 9 Crashed: 0  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2973b9c0 CpuSwizzleBlt + 9224 1  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2972714b -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1385 2  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff297272c3 -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 64 I'll post the full crash reports to Feedback Assistant. The second problem only happens on Mojave, and results in what looks like garbled pixel data in the mipmaps (I don't have access to the machine to do a frame capture). I can work around this issue by disabling mipmaps in the texture sampler. There are no Metal validation errors, and neither problem happens on Big Sur (I don't yet have a Monterey machine). Uncompressed textures are fine, as well, although mipmaps for those are generated on-the-fly rather than uploaded. Padding the source pixel data doesn't help, so the seg fault likely isn't caused by a too-large or unaligned read. Has anyone else run into problems with mipmaps in BC7 compressed textures?
5
0
2.4k
Oct ’22
Crash of Fiji plugins on new Apple M1 Pro macbooks with microscopy data bigger than 2048x2048 pixels
Dear all,  Me and my colleagues are getting an execution error with our new Apple M1 Pro MacBooks while running Fiji software https://imagej.net/software/fiji/ with ClearVolume or 3D Script plug-ins. We want to analyze microscopy datasets bigger than 2048x2048 pixels; the output of the plugins should be a 3D reconstruction of the microscopy data. However, Fiji crashes when we start the execution. Specifically, we get the following error related to MTL Texture Descriptor validation:   Output from the terminal just before the crash when trying to open 2304x2304 data in 3D Script plugin from Fiji, on Apple M1 Pro MacBooks: “-[MTLTextureDescriptorInternal validateWithDevice:]:1325: failed assertion `Texture Descriptor Validation MTLTextureDescriptor has width (2304) greater than the maximum allowed size of 2048. MTLTextureDescriptor has height (2304) greater than the maximum allowed size of 2048. ’zsh: abort ./Contents/MacOS/ImageJ-macosx”   Remarkably, we can seamlessly analyze the same images on our old Intel-based macbooks, suggesting that the problem is specific to the new M1 Pro MacBooks. We also posted and extensively discussed this issue on the image.sc forum but have unfortunately not found a solution so far: https://forum.image.sc/t/fiji-plugins-clearvolume-and-3d-script-not-working-on-new-macbook/71344/30   Does anyone here have any ideas for potential solutions? Can we change something in the settings of our M1 Pro laptops that will allow us to analyze our data (without prior cropping or downsampling to 2048x2048)?   Some technical details about the Apple M1 Pro and Intel-based laptops we have used so far:   Apple M1 Pro macbook - Operating system: macOS Monterey version 12.5.1 - Apple M1 Pro chip - Memory 16 GB - Software version: Fiji 2.3.0/1.53q. Tried with different bundled java versions with same crash:  jdk1.8.0_66, zulu8.60.0.21-ca-fx-jdk8.0.322-macosx_x64 or adoptopenjdk-8.jdk   Intel Core i7 processor (2,8 GHz Quad-Core) macbook - Operating system: macOS Big Sur version 11.6.1 - Memory 16 GB - Software version: Fiji 2.3.0/1.53q. - Bundled java version in Fiji software: adoptopenjdk-8.jdk
0
0
1.3k
Sep ’22
USDZ FILE FORMAT
Hello! I am currently developing a new app and I have some doubts about USDZ file format. I am working on archicad and I export collada (.dae) file. Once I do that I go to blender and import the collada and everything is good, the problem starts when I convert to GLTF or USDZ, the details seem to be lost and my materials do not show the nice textures I came up with inside the blender. I want to have lightweight detailed and very realistic 3D visualization for VR on the phone
2
0
2.7k
Aug ’22
Getting started in 3D
I am returning to iOS development since several years of hiatus and I am interesting in displaying, manipulating, and selecting elements of a 3D model. The challenge I find is where to start for instruction such as tutorials or courses. I do not want to waste time on an old and potentially soon to be deprecated technology (SceneKit?) or learn its not what I need. Can anyone give me an appropriate starting point? Thanks in advance
2
0
1.7k
Jun ’22
How to crop 3D model with swift?
I want to crop the usdz model in runtime. I use ModelIO for this. Before: [https://i.stack.imgur.com/yDXXF.jpg) After: [https://i.stack.imgur.com/m9ryg.jpg) First of all, get file from bundle let url = URL(fileURLWithPath: file) } else { print("Object not found in Bundle") } And then I need to access asset let asset = MDLAsset(url: url) What should I do after this step? How am I supposed to use SCNGeometrySource and SCNGeometryElement or MDLVoxelArray classes?
0
0
1.2k
May ’22
Dynamic Mesh Updates
Dear all, In "Explore advanced rendering with RealityKit 2," Courtland presents how one can efficiently leverage dynamic meshes in RealityKit and update them at runtime. My question is quite practical: Say, I have a model of fixed topology and a set of animations (coordinates of each vertex per frame, finite duration) that I can only generate at runtime. How do I drive the mesh updates at 60FPS? Can I define a reusable Animation Resource for every animation once at startup and then schedule their playback like simple transform animations? Any helpful reply pointing me in the right direction is appreciated. Thank you. ~ Alexander
0
0
1.4k
May ’22
QuickLook environment probes are always much too dark
It seems that on iOS 13 & 14 environment probes are notably too dark, and never reach an acceptable brightness that matches the surrounding environment. Is there any way to get "reasonable" IBL lighting in QuickLook that is not like 50% gray all the time, without resorting to hacks such as using emissive colors/textures? Clearly there must be something wrong with the IBL estimation, as the same scene in Google SceneViewer is very bright and nice under the same circumstances. The issue reproduces for example with the QuickLook gallery; the ceramics piece there is nearly 100% white as per the USD file but renders dull and gray next to a physical ceramics piece. Video of the issue: drive.google.com/file/d/14mVQFTNe6pO_4tYNIvpZa9eAS2YzoVPO/view?usp=sharing More pictures: drive.google.com/drive/folders/1ej6g-gpBAu53z2Zn08eQFNZAkTmDA_XJ?usp=sharing Note that in those pictures, all spheres in that grid are purely white, with varying degrees of metallic and roughness being the only difference. My expectation would be that the diffuse ones would appear "white" and not dark grey; seems impossible to get a "realistic" picture. Happens here as well: https://developer.apple.com/augmented-reality/quick-look/models/cupandsaucer/cup_saucer_set.usdz
2
1
2.3k
May ’22
Photogrammetry 3D model real world size
Hi, I'm using the provided CaptureSample together with HelloPhotogrammetry to create a 3D model. Although I am making sure that there are depth images within the folder (TIF) - after building the model, the model size is tiny. How can I make sure that the model is built in the real world size? or - how can i resize the model to real world size? Thanks.
1
0
1.3k
Apr ’22
Transparent NSHostingController in SceneKit
I'm doing an experiment integrating SwiftUI views as Materials for a SceneKit scene SCNPanel node. It is working perfectly in iOS using UIHostingController with the following code: Swift func createInfoPanel() { let panel = SCNPlane(width: 6.0, height: 6.0) let panelNode = SCNNode(geometry: panel) let infoPanelHost = SCNHostingController(rootView: helloWorld) infoPanelHost.view.isOpaque = false infoPanelHost.view.backgroundColor = SCNColor.clear infoPanelHost.view.frame = CGRect(x: 0, y: 0, width: 256, height: 256) panel.materials.first?.diffuse.contents = infoPanelHost.view panel.materials.first?.emission.contents = infoPanelHost.view panel.materials.first?.emission.intensity = 3.0 [... BillBoardConstraint etc here ...] addNodeToScene(panelNode) } Yet, when I tried to apply the same to macOS, I don't seem to be able to make the view created by NSHostingController transparent. Invoking infoPanelHost.view.isOpaque = false returns an error, saying isOpaque is read-only and can't be set. I tried subclassing NSHostingController and overriding viewWillAppear to try and make the view transparent / non-opaque, to no avail. Swift override func viewWillAppear() { super.viewWillAppear() self.view.wantsLayer = true self.view.layer?.backgroundColor = NSColor.clear.cgColor self.view.layer?.isOpaque = false self.view.opaqueAncestor?.layer?.backgroundColor = NSColor.clear.cgColor self.view.opaqueAncestor?.layer?.isOpaque = false self.view.opaqueAncestor?.alphaValue = 0.0 self.view.alphaValue = 0.0 self.view.window?.isOpaque = false self.view.window?.backgroundColor = NSColor.clear     } Tried setting everything I could think of to non-opaque as you can see, and still, the panels are opaque, show no info, and obscure the 3D entity they should overlay... Can someone please advise?
2
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1.5k
Apr ’22
Battery usage considerations in an iOS app that makes heavy use of ARKit
We need to develop an iOS app that will make heavy use of ARSessions with ARFaceTrackingConfiguration, in more or less 100% of the screens. Our main concern is related to battery usage. We're in discovery phase, so I'm trying to find/research all possible risks related to it. For now, what I found is: ARKit sessions don't "drain" the battery (I did some testing with my phone), they just consume more that common apps (more or less the same amount of battery than having the iPhone camera open for a long period of time, with the addition that ARSession is continually creating frames in order to track the face -real time video processing). I'm aware of run(_:options:) and pause() methods on ARSession, in order to pause the tracking functionality when it's not necessary. I'm aware about lowPowerModeEnabled and we can react to changes in that property. I searched Apple Developer for some official article that provides general considerations about battery usage in an ARKit session, but I couldn't find anything dedicated to the topic. I'm wondering if there is a really important thing that I should be aware and I'm missing when implementing the feature. It's the first time I'll work with ARKit and it's critical for the project. Thanks in advance!
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1.4k
Apr ’22
Why is the GPU performance of iPhone12pro worse than iPhone11pro?
The same graphics program runs in the webview, and the iPhone 12Pro has 15+% more GPU usage than the iPhone 11Pro. In theory, the performance of the A14 should be stronger than that of the A13. Is it possible to increase the GPU overhead by 15+% just because there are more 45x96 pixels? The fragment profiling in XCode Instrument, please see the screenshot.
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1.1k
Apr ’22
Mac M1 with Unity WebGL causes flickering
Hi there. I'm using Unity to develop a WebGL application that has been working for years on Macs. With the new M1 Macs, though, I notice an issue where some of our 3d models flicker specifically on M1 Macs only. Updated Unity versions don't seem to fix anything, and editing the shaders doesn't seem to cause any change either. In the Unity Editor on this computer, everything renders just fine; it's only in an actual build that it's a problem. Has anyone seen an issue like this, either with Unity or with other WebGL? Does anyone have ideas on things I could try? Could this be a browser issue?
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6.2k
Apr ’22
recovering the real size of a mesh created with photogrammetry using depth map and gravity vector.
So, I've modified the CaptureSample IOS app to take photos using the truedepth front camera. It worked perfectly, and I have TIF depth maps together with the gravity vector and the photos I took. Using the HelloPhotogrammetry command line, I created the meshes without any problems. I notice the meshes have a consistent size between then, for example, creating a mesh of my face and a mesh of my nose, the nose mesh fits perfectly on top of the nose on the face mesh! Great! BUT, when I open the meshes in Maya, for example, they are really really tiny! I was expecting to see the objects in the proper scale, and hopefully bee able to even take measurements in maya to see if they would match the real measurements of the scanned object, but they don't seem to come on the right size at all. I tried set Maya to meters, centimetres and milimetres, but it always imports the meshes really tiny. I have to apply a scale of 100 to be able to see the meshes. But then they don't measure correctly. By try and error, I was able to find that scaling the meshes by 86 would make then match the real world scale in centimetres. Is there a proper space conversion that needs to be applied to the mesh to convert it to the real world scale? Would the problem be that I'm using the truedepth camera instead of the back camera, and the depth map value is coming in a different scale than what HelloPhotogrammetry expects?
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2.4k
Mar ’22
Scene kit View as Sub view
I'm trying to populate scene view inside Table cell (for 3D objects) as a subview. For first view load its working fine but as new child nodes are added/Updated to view that is not happening its remain static(objects are not updating on view). Tried with renderer delegate values of child nodes are updated but on view its not happening we have to switch between different scene then view is loaded properly. How to update or refresh subview continuously ?
1
0
1.4k
Mar ’22
Ventura only bug 'NSWindow drag regions should only be invalidated on the Main Thread!'
I am an author of Java application which uses the JOGL libraries to interface with OpenGL. The application is shipped with a bundled JRE and the relevant libraries. With the upgrade to Ventura, the application fails to start with the exception in the title. It is unclear to me how to proceed. Things that I know: Our other applications that do not use JOGL continue to run file, suggesting that it is not a problem with the JRE, The application works on the same hardware with pre-Ventura OSs, suggesting that there is not a problem with the library configuration. Does anyone have any thoughts on how to investigate this problem (or a fix!) Thanks in advance -- Dave
Replies
1
Boosts
2
Views
1.1k
Activity
Oct ’22
Best way to integrate 3d game functionality in Native OS
Hello! I am currently trying to implement a 3d game, in which I also need nativeiOS functionality like good integration of the applePencil (like with pencilKit). I thought about using SceneKit but as I found a lot of information that it is not that great (https://developer.apple.com/forums/thread/117457) I went for Unity. I used the Unity as a library for SwiftUI (https://docs.unity3d.com/Manual/UnityasaLibrary.html) which worked but one withdraw is that unity always has to be opened FullScreen and I felt uncomfortable just overlaying the unity window with SwiftUI UI elements. Furthermore as I realized that Unity as a library is not available for macOS I now have to come up with a different solution anyway. (The background is Unity, the UI is SwiftUI) I think about using Flutter or ReatNative and combine the modules from Unity and Native iOS there. Do you think this is a good idea, or do you propose a different solution?
Replies
0
Boosts
0
Views
951
Activity
Oct ’22
BC7 Mipmap Problems in Catalina and Mojave
I've run into two (possibly related) problems involving mipmaps in BC7 RGBA Unorm textures. The first, and more serious, is a crash when uploading the last mipmap level of a texture. Thus far this has only happened on two machines, both running Catalina. Also, only certain textures cause the crash, but there doesn't seem to be anything unusual about them. From the crash reports: MacOS 10.15.7 19H1519, Intel Graphics 4000 (this is from a debug, single-threaded build) Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25cff33d CpuSwizzleBlt + 11667 1 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7ca0 -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1387 2 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver 0x00007fff25ce7e2f -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 74 MacOS 10.15.7 19H1419, Intel Graphics 5000 (this is from a release, multi-threaded build) Thread 9 Crashed: 0  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2973b9c0 CpuSwizzleBlt + 9224 1  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff2972714b -[MTLIGAccelTexture replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:] + 1385 2  com.apple.driver.AppleIntelHD5000GraphicsMTLDriver         0x00007fff297272c3 -[MTLIGAccelTexture replaceRegion:mipmapLevel:withBytes:bytesPerRow:] + 64 I'll post the full crash reports to Feedback Assistant. The second problem only happens on Mojave, and results in what looks like garbled pixel data in the mipmaps (I don't have access to the machine to do a frame capture). I can work around this issue by disabling mipmaps in the texture sampler. There are no Metal validation errors, and neither problem happens on Big Sur (I don't yet have a Monterey machine). Uncompressed textures are fine, as well, although mipmaps for those are generated on-the-fly rather than uploaded. Padding the source pixel data doesn't help, so the seg fault likely isn't caused by a too-large or unaligned read. Has anyone else run into problems with mipmaps in BC7 compressed textures?
Replies
5
Boosts
0
Views
2.4k
Activity
Oct ’22
Crash of Fiji plugins on new Apple M1 Pro macbooks with microscopy data bigger than 2048x2048 pixels
Dear all,  Me and my colleagues are getting an execution error with our new Apple M1 Pro MacBooks while running Fiji software https://imagej.net/software/fiji/ with ClearVolume or 3D Script plug-ins. We want to analyze microscopy datasets bigger than 2048x2048 pixels; the output of the plugins should be a 3D reconstruction of the microscopy data. However, Fiji crashes when we start the execution. Specifically, we get the following error related to MTL Texture Descriptor validation:   Output from the terminal just before the crash when trying to open 2304x2304 data in 3D Script plugin from Fiji, on Apple M1 Pro MacBooks: “-[MTLTextureDescriptorInternal validateWithDevice:]:1325: failed assertion `Texture Descriptor Validation MTLTextureDescriptor has width (2304) greater than the maximum allowed size of 2048. MTLTextureDescriptor has height (2304) greater than the maximum allowed size of 2048. ’zsh: abort ./Contents/MacOS/ImageJ-macosx”   Remarkably, we can seamlessly analyze the same images on our old Intel-based macbooks, suggesting that the problem is specific to the new M1 Pro MacBooks. We also posted and extensively discussed this issue on the image.sc forum but have unfortunately not found a solution so far: https://forum.image.sc/t/fiji-plugins-clearvolume-and-3d-script-not-working-on-new-macbook/71344/30   Does anyone here have any ideas for potential solutions? Can we change something in the settings of our M1 Pro laptops that will allow us to analyze our data (without prior cropping or downsampling to 2048x2048)?   Some technical details about the Apple M1 Pro and Intel-based laptops we have used so far:   Apple M1 Pro macbook - Operating system: macOS Monterey version 12.5.1 - Apple M1 Pro chip - Memory 16 GB - Software version: Fiji 2.3.0/1.53q. Tried with different bundled java versions with same crash:  jdk1.8.0_66, zulu8.60.0.21-ca-fx-jdk8.0.322-macosx_x64 or adoptopenjdk-8.jdk   Intel Core i7 processor (2,8 GHz Quad-Core) macbook - Operating system: macOS Big Sur version 11.6.1 - Memory 16 GB - Software version: Fiji 2.3.0/1.53q. - Bundled java version in Fiji software: adoptopenjdk-8.jdk
Replies
0
Boosts
0
Views
1.3k
Activity
Sep ’22
USDZ FILE FORMAT
Hello! I am currently developing a new app and I have some doubts about USDZ file format. I am working on archicad and I export collada (.dae) file. Once I do that I go to blender and import the collada and everything is good, the problem starts when I convert to GLTF or USDZ, the details seem to be lost and my materials do not show the nice textures I came up with inside the blender. I want to have lightweight detailed and very realistic 3D visualization for VR on the phone
Replies
2
Boosts
0
Views
2.7k
Activity
Aug ’22
3D Procedural generation at runtime
Hey guys, Seems like simple question, but was not able to find a clear answer. I am building an app (game like) and all 3D geometry is going to be created and modified at run time. What framework should I use with SwiftUI ? SceneKit or RealityKit Thanks
Replies
6
Boosts
0
Views
2.7k
Activity
Aug ’22
Getting started in 3D
I am returning to iOS development since several years of hiatus and I am interesting in displaying, manipulating, and selecting elements of a 3D model. The challenge I find is where to start for instruction such as tutorials or courses. I do not want to waste time on an old and potentially soon to be deprecated technology (SceneKit?) or learn its not what I need. Can anyone give me an appropriate starting point? Thanks in advance
Replies
2
Boosts
0
Views
1.7k
Activity
Jun ’22
How to crop 3D model with swift?
I want to crop the usdz model in runtime. I use ModelIO for this. Before: [https://i.stack.imgur.com/yDXXF.jpg) After: [https://i.stack.imgur.com/m9ryg.jpg) First of all, get file from bundle let url = URL(fileURLWithPath: file) } else { print("Object not found in Bundle") } And then I need to access asset let asset = MDLAsset(url: url) What should I do after this step? How am I supposed to use SCNGeometrySource and SCNGeometryElement or MDLVoxelArray classes?
Replies
0
Boosts
0
Views
1.2k
Activity
May ’22
Dynamic Mesh Updates
Dear all, In "Explore advanced rendering with RealityKit 2," Courtland presents how one can efficiently leverage dynamic meshes in RealityKit and update them at runtime. My question is quite practical: Say, I have a model of fixed topology and a set of animations (coordinates of each vertex per frame, finite duration) that I can only generate at runtime. How do I drive the mesh updates at 60FPS? Can I define a reusable Animation Resource for every animation once at startup and then schedule their playback like simple transform animations? Any helpful reply pointing me in the right direction is appreciated. Thank you. ~ Alexander
Replies
0
Boosts
0
Views
1.4k
Activity
May ’22
QuickLook environment probes are always much too dark
It seems that on iOS 13 & 14 environment probes are notably too dark, and never reach an acceptable brightness that matches the surrounding environment. Is there any way to get "reasonable" IBL lighting in QuickLook that is not like 50% gray all the time, without resorting to hacks such as using emissive colors/textures? Clearly there must be something wrong with the IBL estimation, as the same scene in Google SceneViewer is very bright and nice under the same circumstances. The issue reproduces for example with the QuickLook gallery; the ceramics piece there is nearly 100% white as per the USD file but renders dull and gray next to a physical ceramics piece. Video of the issue: drive.google.com/file/d/14mVQFTNe6pO_4tYNIvpZa9eAS2YzoVPO/view?usp=sharing More pictures: drive.google.com/drive/folders/1ej6g-gpBAu53z2Zn08eQFNZAkTmDA_XJ?usp=sharing Note that in those pictures, all spheres in that grid are purely white, with varying degrees of metallic and roughness being the only difference. My expectation would be that the diffuse ones would appear "white" and not dark grey; seems impossible to get a "realistic" picture. Happens here as well: https://developer.apple.com/augmented-reality/quick-look/models/cupandsaucer/cup_saucer_set.usdz
Replies
2
Boosts
1
Views
2.3k
Activity
May ’22
Apple Product Models
Is there any way to download apple product models in .usdz directly from apple website?
Replies
0
Boosts
0
Views
803
Activity
Apr ’22
Photogrammetry 3D model real world size
Hi, I'm using the provided CaptureSample together with HelloPhotogrammetry to create a 3D model. Although I am making sure that there are depth images within the folder (TIF) - after building the model, the model size is tiny. How can I make sure that the model is built in the real world size? or - how can i resize the model to real world size? Thanks.
Replies
1
Boosts
0
Views
1.3k
Activity
Apr ’22
Transparent NSHostingController in SceneKit
I'm doing an experiment integrating SwiftUI views as Materials for a SceneKit scene SCNPanel node. It is working perfectly in iOS using UIHostingController with the following code: Swift func createInfoPanel() { let panel = SCNPlane(width: 6.0, height: 6.0) let panelNode = SCNNode(geometry: panel) let infoPanelHost = SCNHostingController(rootView: helloWorld) infoPanelHost.view.isOpaque = false infoPanelHost.view.backgroundColor = SCNColor.clear infoPanelHost.view.frame = CGRect(x: 0, y: 0, width: 256, height: 256) panel.materials.first?.diffuse.contents = infoPanelHost.view panel.materials.first?.emission.contents = infoPanelHost.view panel.materials.first?.emission.intensity = 3.0 [... BillBoardConstraint etc here ...] addNodeToScene(panelNode) } Yet, when I tried to apply the same to macOS, I don't seem to be able to make the view created by NSHostingController transparent. Invoking infoPanelHost.view.isOpaque = false returns an error, saying isOpaque is read-only and can't be set. I tried subclassing NSHostingController and overriding viewWillAppear to try and make the view transparent / non-opaque, to no avail. Swift override func viewWillAppear() { super.viewWillAppear() self.view.wantsLayer = true self.view.layer?.backgroundColor = NSColor.clear.cgColor self.view.layer?.isOpaque = false self.view.opaqueAncestor?.layer?.backgroundColor = NSColor.clear.cgColor self.view.opaqueAncestor?.layer?.isOpaque = false self.view.opaqueAncestor?.alphaValue = 0.0 self.view.alphaValue = 0.0 self.view.window?.isOpaque = false self.view.window?.backgroundColor = NSColor.clear     } Tried setting everything I could think of to non-opaque as you can see, and still, the panels are opaque, show no info, and obscure the 3D entity they should overlay... Can someone please advise?
Replies
2
Boosts
0
Views
1.5k
Activity
Apr ’22
Battery usage considerations in an iOS app that makes heavy use of ARKit
We need to develop an iOS app that will make heavy use of ARSessions with ARFaceTrackingConfiguration, in more or less 100% of the screens. Our main concern is related to battery usage. We're in discovery phase, so I'm trying to find/research all possible risks related to it. For now, what I found is: ARKit sessions don't "drain" the battery (I did some testing with my phone), they just consume more that common apps (more or less the same amount of battery than having the iPhone camera open for a long period of time, with the addition that ARSession is continually creating frames in order to track the face -real time video processing). I'm aware of run(_:options:) and pause() methods on ARSession, in order to pause the tracking functionality when it's not necessary. I'm aware about lowPowerModeEnabled and we can react to changes in that property. I searched Apple Developer for some official article that provides general considerations about battery usage in an ARKit session, but I couldn't find anything dedicated to the topic. I'm wondering if there is a really important thing that I should be aware and I'm missing when implementing the feature. It's the first time I'll work with ARKit and it's critical for the project. Thanks in advance!
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1.4k
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Apr ’22
Pizza Sample
Is there anywhere I can download the pizza sample used in the video?
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1k
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Apr ’22
Why is the GPU performance of iPhone12pro worse than iPhone11pro?
The same graphics program runs in the webview, and the iPhone 12Pro has 15+% more GPU usage than the iPhone 11Pro. In theory, the performance of the A14 should be stronger than that of the A13. Is it possible to increase the GPU overhead by 15+% just because there are more 45x96 pixels? The fragment profiling in XCode Instrument, please see the screenshot.
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1.1k
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Apr ’22
Mac M1 with Unity WebGL causes flickering
Hi there. I'm using Unity to develop a WebGL application that has been working for years on Macs. With the new M1 Macs, though, I notice an issue where some of our 3d models flicker specifically on M1 Macs only. Updated Unity versions don't seem to fix anything, and editing the shaders doesn't seem to cause any change either. In the Unity Editor on this computer, everything renders just fine; it's only in an actual build that it's a problem. Has anyone seen an issue like this, either with Unity or with other WebGL? Does anyone have ideas on things I could try? Could this be a browser issue?
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5
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6.2k
Activity
Apr ’22
ARKit - Object Capture App ?
When and where can I get the Object Capture App? thanks Ralf
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4
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2.2k
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Apr ’22
recovering the real size of a mesh created with photogrammetry using depth map and gravity vector.
So, I've modified the CaptureSample IOS app to take photos using the truedepth front camera. It worked perfectly, and I have TIF depth maps together with the gravity vector and the photos I took. Using the HelloPhotogrammetry command line, I created the meshes without any problems. I notice the meshes have a consistent size between then, for example, creating a mesh of my face and a mesh of my nose, the nose mesh fits perfectly on top of the nose on the face mesh! Great! BUT, when I open the meshes in Maya, for example, they are really really tiny! I was expecting to see the objects in the proper scale, and hopefully bee able to even take measurements in maya to see if they would match the real measurements of the scanned object, but they don't seem to come on the right size at all. I tried set Maya to meters, centimetres and milimetres, but it always imports the meshes really tiny. I have to apply a scale of 100 to be able to see the meshes. But then they don't measure correctly. By try and error, I was able to find that scaling the meshes by 86 would make then match the real world scale in centimetres. Is there a proper space conversion that needs to be applied to the mesh to convert it to the real world scale? Would the problem be that I'm using the truedepth camera instead of the back camera, and the depth map value is coming in a different scale than what HelloPhotogrammetry expects?
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3
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2.4k
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Mar ’22
Scene kit View as Sub view
I'm trying to populate scene view inside Table cell (for 3D objects) as a subview. For first view load its working fine but as new child nodes are added/Updated to view that is not happening its remain static(objects are not updating on view). Tried with renderer delegate values of child nodes are updated but on view its not happening we have to switch between different scene then view is loaded properly. How to update or refresh subview continuously ?
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1.4k
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Mar ’22