Demonstrate demo development issues and Solutions highlights

Source: Internet
Author: User

Model Handling Issues:

1.3Dmax Model Import Unity Unit Settings:

Custom Unit settings, System Unit settings and display unit ratios are adjusted to centimeters

2. Material Map in 3Dmax:

Click on the material Editor "in the mode you can choose the compact material editor and Slate material Editor" General Select Lite mode. Standard material-MAP-Diffuse map-select bitmap-Import material map

3. The vertex, number of faces of the streamlined model in 3Dmax:

Select the object, right-turn it into an editable polygon, select Multires mode under the Modifier list, click Generate-Change the percentage of vertices for its resolution.

4.3Dmax model Export to unity:

Export as. FBX format, tick embed media "to export materials together"

About HoloLens development issues in Unity

1. The virtual object plus the collision body will have the gaze feedback cursor

2. The way to import sprites in Ugui is clearer or the text is clearer:

Dynamic pixels "can adjust the pixel value of text" Reference pixels "adjust the pixel value of the picture sprite" under the canvas component

3. Ugui applied to HoloLens needs to change its canvas's render mode to World Space

4. Convert normal picture to Sprite, select picture, change its texture type to Sprite (2D and UI), filter mode can be selected as no filter. Whether the filter mainly solves the distortion problem caused by the image being compressed or enlarged

" Knowledge in computer graphics: bilinear filtering (bilinear_filtering) is a texture filtering method for texture smoothing when zooming and displaying. In most cases, the texture will not be identical to the saved texture when it is displayed on the screen, without any distortion. Because of this, some pixels are represented by the dots between the Texel, where we assume that the Texel is a point at the center of each cell or on the top left or other position. Bilinear filters use these points to interpolate bilinear between the four closest points around the point represented by a pixel.

the tri-linear filter trilinear filtering is used to mitigate or eliminate the combined overlap of texture transitions in different combinations of grades. It must be used in conjunction with bilinear filtering and combined processing mappings . Tri-linear filtering obtains new pixel values by sampling from two of the most similar LOD grade textures using bilinear filtering, resulting in smoother texture transitions of two different depth levels. Because of this, a three-wire filter must use a bilinear filter of two times, that is, the value of 2x4=8 pixels must be computed. For many 3D acceleration, this will require the calculation time of their two clock cycles. "

5. Augmented Reality coverage

Set the scanned heritage model "can not need stickers" material color to black. The shader type can be selected as Custom-specularhighlight "to make it easy to change its highlight value to enable a click to highlight." This can realize the real superposition of cultural relics.

Demonstrate demo development issues and Solutions highlights

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