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Applications that require spatial mapping rely on the device to collect data over time and across sessions. The completeness and quality of the mapping data depends on many factors, including the amount of exploration the user has done, how much time has passed since the exploration, and whether objects such as furniture and doors have moved since the device scanned the area.
To ensure useful spatial mapping data, applications developers have several options:
In all these cases, the actual data gathered during the exploration is stored by the system and the application doesn't need to do this. If you'd like to see room scan visualization in action, check out our Designing Holograms - Spatial Awareness video demo below:
This video was taken from the "Designing Holograms" HoloLens 2 app. Download and enjoy the full experience here.
Feature | HoloLens | Immersive headsets |
Room scan visualization | ✔️ | ❌ |
Applications may analyze the spatial mapping data at the start of the experience to judge whether they want the user to do extra steps to improve its completeness and quality. If analysis indicates quality should be improved, developers should provide a visualization to overlay on the world to indicate:
Users don't know what makes a "good" scan. They need to be shown or told what to look for if they’re asked to evaluate a scan – flatness, distance from actual walls, and so on. The developer should implement a feedback loop that includes refreshing the spatial mapping data during the scanning or exploration phase.
In many cases, it's best to tell the user what they need to do to get the necessary scan quality. For example, look at the ceiling, look behind furniture, and so on.
The spatial mapping data is the most heavy weight data source applications can consume. To avoid performance issues such as dropped frames or stuttering, consumption of this data should be done carefully.
Active scanning during an experience can be both beneficial and detrimental, so you'll need to decide which method to use based on the experience.
If there's cached spatial mapping data, the application typically takes a snapshot of the spatial mapping data and uses this snapshot during the experience.
Benefits
Drawbacks
A good case for this method is a controlled environment or a table top game.
Certain applications may rely on continues scanning to refresh spatial mapping data.
Benefits
Drawbacks
A good case for this method is one where holograms are expected to interact with moving objects, for example, a holographic car that drives on the floor may want to bump into a door depending on whether it's open or closed.
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