![]() ![]() If your project must use transparent objects, try to minimize the number of pixels affected. Solutions within MRTK-Unity: /windows/mixed-reality/mrtk-unity/performance/hologram-stabilization#depth-buffer-sharing-in-unityīy using a solid and opaque backplate, we can secure legibility and interaction confidence. Ways to mitigate this issue include, using opaque objects, ensuring translucent objects appear close to opaque objects (such as a translucent button in front of an opaque backplate), forcing translucent objects to write depth (not applicable in all scenarios), or rendering proxy objects, which only contribute depth values at the end of the frame. Design guidelines for transparent elementsīy default, transparent or translucent objects don't write depth to allow for proper blending. If the above guidance isn't followed, areas of the rendered image that lack valid depth information may be reprojected in a way that produces artifacts, which are often visible as a wave-like distortion. Any pixel with a depth value should also have color value. When using the depth buffer for reprojection, you need to write a depth buffer for every color rendered pixel a corresponding depth. To improve holographic reprojection, or hologram stability, an application can submit a depth buffer to the system for every rendered frame. Hologram stability issue with Depth LSR technology ![]() This puts on more pressure fill rate constraints. Not allowing hidden surface removal increases the number of operations needed for the final rendered pixel. Sorting of transparent objects has a modest CPU cost, blending has considerable GPU cost because it doesn't allow the GPU to do hidden surface removal via z-culling (i.e depth testing). Additionally, when transparent holographic objects are overlaid on top of each other, it could make it difficult for the user to interact because of the confusing depth.įor transparent or translucent objects to render correctly they must be sorted and blended with any objects, which exist in the background. ![]() Since holographic objects blend with the physical environment, content or UI legibility on transparent or translucent windows could be degraded. Challenges with transparent or translucent UI backplate This subtle shift in color also serves to compensate for any minor color irregularities. The backplate color shifts subtly across a predefined spectrum, creating an engaging and dynamic visual effect without interfering with content readability. One of its features is an iridescence effect that is visible to users as they shift their position based on the panel. The HolographicBackplate material is applied to several UI panels in the HoloLens shell. However, it's recommended that you avoid thin font weights such as light or semi-light because the vertical strokes can jitter in small font size.īold or semi-bold font weight (upper panel) improves the legibility HoloLens allows your experience to show beautiful high-resolution text. Design guidelines for color choicesīy using the dark color scheme, you can minimize eye fatigue and improve the confidence on direct hand interactions.Įxamples of dark color used for the content background By using dark color schemes, you can minimize this issue. The Finger Cursor helps compensate for this issue, but it can still be challenging on a bright white surface.ĭifficult to see the hand on the bright colored content backplateīecause of the characteristics of holographic displays, a large bright area on the display can become blotchy. Since the user can't see their hands, it becomes difficult to perceive the depth/distance between the hand/finger to the target surface. Bright, solid color in a large area of the display can easily cause eye fatigue for the user.īright color makes it difficult for the user to see their hands when directly interacting with objects. Since holographic display is additive, holograms with bright colors use more light. We've listed some of our recommendations below and you can learn more about the characteristics of holographic displays at Color, light and materials page.Ĭhallenges with bright color on a large surfaceīased on our HoloLens experience research and testing, we found that using bright colors in a large area of the display can cause several issues: When designing content for holographic displays, there are several elements that you need to consider for achieving the best experience. ![]()
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