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WebXR Depth Occlusion Support

Open hybridherbst opened this issue 2 years ago • 11 comments

Description

Seems this has shipped in Chrome a while ago and would bring model-viewer's WebXR closer to SceneViewer parity. https://chromestatus.com/feature/5742647199137792 I'm not sure if there's already a three implementation but thought it's worth opening this here. Might be related to some of the post-processing feature requests (bloom, AO, etc.).

OS

  • [X] Android
  • [ ] iOS
  • [ ] Linux
  • [ ] MacOS
  • [ ] Windows

AR

  • [X] WebXR
  • [ ] SceneViewer
  • [ ] QuickLook

hybridherbst avatar Jun 17 '22 15:06 hybridherbst

I started working on figuring out how to put together depth occlusion + light estimation + hit test with WebXR. Is there a plan to support these things via Model-Viewer? How much is the project time frame?

akssieg avatar Jun 21 '22 13:06 akssieg

depth occlusion hasn't been added for the same reason that xr-environment is not on by default: it doesn't meet our quality bar. I actually find myself generally turning off the depth occlusion feature in Scene Viewer because it was confusingly wrong so often. Then again, I haven't tested in a while - has AR Core improved here?

elalish avatar Jun 21 '22 17:06 elalish

I generally agree, but for context we do have some projects where clients inquire about depth occlusion (or rather, complain about the lack of it). It's not something that I'd want to have on by default for everything for sure, but project-specific it can make a lot of sense.

AR Core's depth occlusion unfortunately still isn't great. I think iOS went the better way there (they're only doing a depth-aware people mask, not general scene depth)...

hybridherbst avatar Jun 21 '22 22:06 hybridherbst

PRs welcome!

elalish avatar Jun 21 '22 22:06 elalish