Goodbye to the Occlusion problem in AR with Depth.

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Publicado 2019-04-18
This time I'm showing a system of getting rid of the occlusion problem in AR. Using the Kinect V2 for obtaining the depth data and combining that with a shader and multithreading in Unity you can say goodbye to the Occlusion problem.

If anyone is interested in how to process the mapping and the depth data faster than 60fps I have used a parallel.for in the lookup table loop.I decided not to use compute shaders ,ECS nor unsafe code because I believe this technique could be used in almost any kind of loop, not only in graphics. For using a parallel.for in Unity you have to put the managed dll RxALL.msi in the pluggin directory, then you must add the library :

using System.Threading.Tasks; at the top

answers.unity.com/questions/348413/using-parallelf…

Stay tuned for more cool experiments with this technique.

I'll try to put the project in some kind of repository in the near future.

Music from : ENIGMA . Phenomena. AMIGA DEMO.