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Note that even when a HoloLens app is scanning, it is common to not hydrate vertex/index buffers for all meshes. For example, an app may only care about mesh within 10m of the user, even if the user has previously scanned the entire building. Also, after the user places their primary anchor, the app may choose to only generate buffers for mesh within 5m of that anchor to save power.
I see a few options here:
We can provide metadata for all available mesh volumes, and allow apps to request vertex/index buffers on demand.
We can allow apps to specify a radius around the user within which mesh buffers are optimistically provided.
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Have any additional learnings/decisions been made on real-world-geometry meshing topics? Is there another location that may have more up to date information? Or are these open issues still the current state of the design?
Unfortunately, there has been no movement on this feature since I left my previous company.
I would love if the group picked this topic up again especially for hands. Meshes provides higher quality representations than simple joints but do have larger overhead.
From @thetuvix:
The text was updated successfully, but these errors were encountered: