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[Bug] WebXR Examples Default To Undesired Session Type #2862
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Hi @EricMoerthVis , thank you for entering an issue here. It would help me to have a few more details on your setup:
The WebXRVolume example attempts to auto-detect whether the hosted device is an AR or VR device and run accordingly. In the case of devices that support both AR and VR scenes, such as the Meta Quest 2 headset, it defaults to AR. However, we can set the Would you please try the following link and let us know whether you are able to launch the VR scene successfully: You can also add |
It seams like from time to time the examples can be opened but at other times they load forever and I don't see any rendering happening. I will check again for error loggs in the Browser within the goggles (if I manage to open them) The example you stated here works on the goggles and I can go into VR Mode, but the controls then don't work any more. Before I go into VR mode I can use the controllers to move the cube and rotate it and such. But as soon as I go into the VR mode the cube just moves out of frame when I press the button on the right controller. Maybe you could add the flagg xrSessionType for the examples on the page you have there? You already have two categories there with VR and AR but both examples lead to the same URL without the xrSessionType flag. I will try further and keep you posted if I was able to get the medical imaging data running in VR on the Goggles. |
Thank you for the details here.
Some of the volume files are rather large and may take a moment to load. I wonder if there are memory constraints for the Meta Quest Pro built-in browser causing this behavior. Errors in the console log would indeed help us better understand this issue.
Yes, while rendering is supported on multiple devices, unfortunately XR interaction support is still rather limited. For now WebXR examples only support translation in the direction of the Quest controller when the trigger is pressed. Interaction support is tracked on the vtk.js WebXR feature roadmap at #2571.
I agree, it would be clearer to add explicit links for each type. I will work on updating example pages accordingly. |
Updates general documentation for WebXR support. Adds example links to target specific XR session types for supported platforms, including "VR", handheld mobile AR, head-mounted AR, and holographic sessions. Updates FAQ with questions on launching XR experiences in vtk.js. re Kitware#2861 re Kitware#2862
Hi @EricMoerthVis , we have updated WebXR example pages for better clarity concerning XR session types. The page should update within the next hour or two. Please re-open this issue if you find that you still have trouble launching scenes in your Quest Pro headset. EDIT: WebXR documentation link: https://kitware.github.io/vtk-js/docs/develop_webxr.html |
Updates the default XR session type preference in WebXRVolume and GeometryViewer examples to better reflect our current XR supported devices list. Previously single-screen mobile devices were the only devices supporting both VR (Cardboard) and AR sessions with AR generally favored, so AR mode was made the default. Recently vtk.js added support for HMDs compatible with both VR and AR (passthrough) mode, which require stereoscopic AR rendering different from the mobile AR approach. Under the status quo the default behavior on such an HMD was to attempt to render in AR mobile as if it were a mobile device, which would produce incorrect renderings. This change prefers rendering in VR mode such that default HMD behavior will be rendering in full virtual reality and some mobile devices may render in Cardboard VR mode by default. AR HMD and AR mobile experiences may still be accessed through explicit, non-default links in the WebXR documentation landing page. re Kitware#2862
Updates the default XR session type preference in WebXRVolume and GeometryViewer examples to better reflect our current XR supported devices list. Previously single-screen mobile devices were the only devices supporting both VR (Cardboard) and AR sessions with AR generally favored, so AR mode was made the default. Recently vtk.js added support for HMDs compatible with both VR and AR (passthrough) mode, which require stereoscopic AR rendering different from the mobile AR approach. Under the status quo the default behavior on such an HMD was to attempt to render in AR mobile as if it were a mobile device, which would produce incorrect renderings. This change prefers rendering in VR mode such that default HMD behavior will be rendering in full virtual reality and some mobile devices may render in Cardboard VR mode by default. AR HMD and AR mobile experiences may still be accessed through explicit, non-default links in the WebXR documentation landing page. re #2862
Bug description
It seems like the WebXR Examples on the webpage https://kitware.github.io/vtk-js/docs/develop_webxr.html are the same for AR and VR. I would like to try the Head Visualizations in VR but the button only says AR, no matter which example I open.
Steps to reproduce
https://kitware.github.io/vtk-js/docs/develop_webxr.html go to the head visualizations in the VR section, the button only states Switch to AR instead of VR
Detailed Behavior
No response
Expected Behavior
I would assume that the VR examples would allow me to see the head visualizations in VR.
Environment
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