Using Windows Mixed Reality to visualize sentient spaces with rtXRView

The Windows Mixed Reality version of 3DView is now working nicely. Had a few problems with my Windows development PC which is a few years old and didn’t have adequate USB ports. In the end this PCI-e USB 3.1 card solved that problem otherwise a complete upgrade might have been required. A different USB 3.0 card did not work however.

Hopefully this is the last time that I see the displays all lined up like that. The space modeling software is coming along and soon it will be possible to model a space with a (relatively) simple procedural definition file. Potentially this could be texture mapped from a 3D scan of rooms but the simplified models generated procedurally with simple textures might well be good enough. Then it will be possible to position versions of these displays (and lots of other things) in the correct rooms.

XRView is intended to be runnable both on Windows MR headsets (I am using the Samsung Odyssey as it has a good display and built-in audio) and HoloLens. Now clearly VR modes and AR modes have to be completely different. In VR, you navigate and interact with the motion controllers and see the modeled space whereas in AR you navigate by walking around, interact using the clicker and don’t see the modeled space directly. However, the modeled space will still be there and will be used instead of the spatially mapped surfaces that the HoloLens might normally use. This means that objects placed in the model by a VR user will appear to AR users correctly positioned and vice versa. One key advantage of using the modeled space rather than the dynamically mapped space generated by the HoloLens itself is that it is easy to add context to the surfaces using the procedural model language. Another is the ability to interwork with non-HoloLens AR headsets that can share the HoloLens spatial map data. The procedural model becomes a platform-independent spatial mapping that “just” leaves the problem of spatial synchronization to the individual headsets.

I am sure that there will be some fun challenges in getting spatial synchronization but that’s something for later.

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