ways to increase close to user hologram stability with Microsoft Hololens?












3















Using Unity and Hololens, are there any best practices/ techniques for increasing stability of a hologram? My scenario is placing holograms (arrows) above specific small points of interest on a large object. The user needs to be relatively close to the arrows and object they’re drawing their attention to (within 1ft in some cases). Currently, when placing the arrows and moving around them, they may drift several inches horizontally or vertically, which is too much for their purpose.



I’ve been going over online tutorials and community posts and running out of options, as none have worked well enough or I’m not sure I’m implementing them correctly.
Attempts to stabilize near user holograms:
- Parent all the game objects (arrows) to a single holder object and creating a new anchor at said parent.
- manually setting the stabilization plane to the arrow closest to the center of focus (according to https://docs.microsoft.com/en-us/windows/mixed-reality/hologram-stability#stabilization-plane and https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-using-the-stabilization-plane-to-reduce-holographic-turbulence). As well as trying the same with the parent of the grouped arrow. I’m not sure if I’m envoking the stabilization plain correctly or not though (is it something called every update() cycle, or just called once when the plain location should change?)
- I’ve skimmed over the content of a performance thread found at https://docs.microsoft.com/en-us/windows/uwp/debug-test-perf/performance-and-xaml-ui to make sure my scene and objects are optimized, but my content is fiarly straight forward.
- I’ve attempted to use Vuforia for image tracking for stabilization. If you know of any other tools for using image tracking in conjunction with hololens SLAM, could you please let me know as well?



Any help or direction you could provide would be appreciated. Thanks!










share|improve this question



























    3















    Using Unity and Hololens, are there any best practices/ techniques for increasing stability of a hologram? My scenario is placing holograms (arrows) above specific small points of interest on a large object. The user needs to be relatively close to the arrows and object they’re drawing their attention to (within 1ft in some cases). Currently, when placing the arrows and moving around them, they may drift several inches horizontally or vertically, which is too much for their purpose.



    I’ve been going over online tutorials and community posts and running out of options, as none have worked well enough or I’m not sure I’m implementing them correctly.
    Attempts to stabilize near user holograms:
    - Parent all the game objects (arrows) to a single holder object and creating a new anchor at said parent.
    - manually setting the stabilization plane to the arrow closest to the center of focus (according to https://docs.microsoft.com/en-us/windows/mixed-reality/hologram-stability#stabilization-plane and https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-using-the-stabilization-plane-to-reduce-holographic-turbulence). As well as trying the same with the parent of the grouped arrow. I’m not sure if I’m envoking the stabilization plain correctly or not though (is it something called every update() cycle, or just called once when the plain location should change?)
    - I’ve skimmed over the content of a performance thread found at https://docs.microsoft.com/en-us/windows/uwp/debug-test-perf/performance-and-xaml-ui to make sure my scene and objects are optimized, but my content is fiarly straight forward.
    - I’ve attempted to use Vuforia for image tracking for stabilization. If you know of any other tools for using image tracking in conjunction with hololens SLAM, could you please let me know as well?



    Any help or direction you could provide would be appreciated. Thanks!










    share|improve this question

























      3












      3








      3








      Using Unity and Hololens, are there any best practices/ techniques for increasing stability of a hologram? My scenario is placing holograms (arrows) above specific small points of interest on a large object. The user needs to be relatively close to the arrows and object they’re drawing their attention to (within 1ft in some cases). Currently, when placing the arrows and moving around them, they may drift several inches horizontally or vertically, which is too much for their purpose.



      I’ve been going over online tutorials and community posts and running out of options, as none have worked well enough or I’m not sure I’m implementing them correctly.
      Attempts to stabilize near user holograms:
      - Parent all the game objects (arrows) to a single holder object and creating a new anchor at said parent.
      - manually setting the stabilization plane to the arrow closest to the center of focus (according to https://docs.microsoft.com/en-us/windows/mixed-reality/hologram-stability#stabilization-plane and https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-using-the-stabilization-plane-to-reduce-holographic-turbulence). As well as trying the same with the parent of the grouped arrow. I’m not sure if I’m envoking the stabilization plain correctly or not though (is it something called every update() cycle, or just called once when the plain location should change?)
      - I’ve skimmed over the content of a performance thread found at https://docs.microsoft.com/en-us/windows/uwp/debug-test-perf/performance-and-xaml-ui to make sure my scene and objects are optimized, but my content is fiarly straight forward.
      - I’ve attempted to use Vuforia for image tracking for stabilization. If you know of any other tools for using image tracking in conjunction with hololens SLAM, could you please let me know as well?



      Any help or direction you could provide would be appreciated. Thanks!










      share|improve this question














      Using Unity and Hololens, are there any best practices/ techniques for increasing stability of a hologram? My scenario is placing holograms (arrows) above specific small points of interest on a large object. The user needs to be relatively close to the arrows and object they’re drawing their attention to (within 1ft in some cases). Currently, when placing the arrows and moving around them, they may drift several inches horizontally or vertically, which is too much for their purpose.



      I’ve been going over online tutorials and community posts and running out of options, as none have worked well enough or I’m not sure I’m implementing them correctly.
      Attempts to stabilize near user holograms:
      - Parent all the game objects (arrows) to a single holder object and creating a new anchor at said parent.
      - manually setting the stabilization plane to the arrow closest to the center of focus (according to https://docs.microsoft.com/en-us/windows/mixed-reality/hologram-stability#stabilization-plane and https://docs.microsoft.com/en-us/windows/mixed-reality/case-study-using-the-stabilization-plane-to-reduce-holographic-turbulence). As well as trying the same with the parent of the grouped arrow. I’m not sure if I’m envoking the stabilization plain correctly or not though (is it something called every update() cycle, or just called once when the plain location should change?)
      - I’ve skimmed over the content of a performance thread found at https://docs.microsoft.com/en-us/windows/uwp/debug-test-perf/performance-and-xaml-ui to make sure my scene and objects are optimized, but my content is fiarly straight forward.
      - I’ve attempted to use Vuforia for image tracking for stabilization. If you know of any other tools for using image tracking in conjunction with hololens SLAM, could you please let me know as well?



      Any help or direction you could provide would be appreciated. Thanks!







      unity3d hololens






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 13 '18 at 18:54









      TheBeeKeeperTheBeeKeeper

      13018




      13018
























          0






          active

          oldest

          votes











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53287760%2fways-to-increase-close-to-user-hologram-stability-with-microsoft-hololens%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          0






          active

          oldest

          votes








          0






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes
















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53287760%2fways-to-increase-close-to-user-hologram-stability-with-microsoft-hololens%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          Florida Star v. B. J. F.

          Error while running script in elastic search , gateway timeout

          Adding quotations to stringified JSON object values