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Reply to Extracting a point cloud from AVDepthData
You're dealing with depth and color data by frame. If you are using the demo project from the link, you'll just need to process the data on capture image. There are helper functions I've found recently here. Look specifically at UIImage.toByteArrayRGBA(). You'll need to store the results for each frame and then write to a file with the color data. The depth data can be added to it as well.
Jul ’22
Reply to Anchor of big objects in open area
I would recommend using ArcGIS runtime sdk for iOS. You can create a full-scale AR map to overlay over the camera (but it can be invisible). Then you can use real world coordinates to pin objects to the 1-to-1 scale map. The way it works is that the user's real world location is transferred to the user's digital world location, then the runtime moves the map and everything pinned to it around so that the user's real world movement is matched in the digital world's map. IMO, This is the best way around not being in the ARGeoTracking areas.
Aug ’22
Reply to Render video in metal.
Instead of a Timer in VideoReader.swift, try using CADisplayLink with a selector that points to this method  @objc private func readBuffer(_ sender: CADisplayLink) {         let nextVSync = sender.timestamp + sender.duration         let currentTime = playerItemVideoOutput.itemTime(forHostTime: nextVSync)         if playerItemVideoOutput.hasNewPixelBuffer(forItemTime: currentTime),            let pixelBuffer = playerItemVideoOutput.copyPixelBuffer(forItemTime: currentTime, itemTimeForDisplay: nil),            let f = getClosestFrame(time: currentTime.seconds) {             // Code         }     }
Sep ’22
Reply to high vertex count for ModelEntity for custom geometry shader
Hi! Thanks for your reply! Indeed, I discovered TextureResource.DrawableQueue. This is very promising. Currently, my app flow is like this: initiate ARView and register setup with metal device call back to set up the library and call a custom function to set up a custom MTLRenderPipelineState with my shader functions attached pointCloudRenderPipelineDescriptor?.vertexFunction = pointCloudVertexFunction   pointCloudRenderPipelineDescriptor?.fragmentFunction = pointCloudFragmentFunction. On ARView (RealityKit) init, I also copy DrawableQueue to my TextureResource like this textureResource?.replace(withDrawables: self.colorDrawableQueue). In the main draw function, I am passing a depth MTLTexture to the vertex shader function, and a color MTLTexture to the fragment shader function. I am not sure how Drawable Queue enables for dynamic rendering. If I'm updating the textureResource only once on init (ie. textureResource?.replace(withDrawables: self.colorDrawableQueue) how does the texture update dynamically? Don't I need to replace the texture every frame? Any detailed or advanced advice on DrawableQueue and dynamic texture updating would be great! BTW, I am familiar with Metal APIs. I was stumped for a while because I needed a replacement for MTKView.currentDrawable. It seems like TextureResource.DrawableQueue is the appropriate replacement. I'm just looking for some low-level examples or documentation or advice. Thanks a mill!
Nov ’22
Reply to DrawableQueue with unsupported pixel format
Thanks! However that is unfortunate news because I need to mimic creating the MTLTextureDescriptor like this let depthTextureDescriptor = MTLTextureDescriptor( depthTextureDescriptor.width = Int(drawableSize.width) depthTextureDescriptor.height = Int(drawableSize.height) depthTextureDescriptor.pixelFormat = .depth32Float depthTextureDescriptor.usage = [.renderTarget, .shaderWrite] and then create a depthTestTexture let depthTestTexture = renderer.device.makeTexture(descriptor: depthTextureDescriptor) then set it to the renderPassDescriptor: renderPassDescriptor.depthAttachment.texture = depthTestTexture. I've tried converting that to RealityKit, however, I get stuck on there not being any depth pixel formats. On another note: Do you happen to know if SceneKit and SCNShadable/SCNProgram allow one to set the depth pixel format?
Dec ’22