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Project: Lighting problems with latest SlicerVR #1382
Comments
@cpinter and team Thank you for working on this. Let us know how we can support further testing as above. @iacovellaj and @sp318 are happy to test on our Vive Pro 2 and Meta Quest Pro. It would be great if the lighting features in OpenVR (or similar) are implemented in the OpenXR version. |
@cpinter it looks like none of the image urls are working? |
Hm, maybe I can see them because I am a member of that private repo. I thought these ridect links worked anyway. It seems they fixed it. Thanks for letting me know, I'll replace them. |
@cpinter I will just go ahead and get this generated now. You can fix the pictures later. |
Project Page Pull Request Creation✅ COMPLETED: See #1401 |
Draft Status
Ready - team will start page creating immediately
Category
VR/AR and Rendering
Key Investigators
Project Description
There is a regression with how latest SlicerVR lights the scene, both with the old VR and the new XR backend.
Objective
Approach and Plan
Progress and Next Steps
Illustrations
The following screenshots demonstrate shadows vs no shadows in OpenVR:
Left: Slicer view using OpenVR without shadows
Right: VR view (with back lights / without two sided lighting)
Left: Slicer view using OpenVR with shadows
Right: VR view (with back lights / without two sided lighting)
The following screenshots demonstrate different lighting options in OpenXR:
Left: Slicer view using OpenXR without shadows
Right: VR view (with back lights / without two sided lighting)
Left: Slicer view using OpenXR without shadows
Right: VR view (without back lights / without two sided lighting)
Background and References
For those who have access to SlicerHeart internals, this is the link to the issue: https://github.com/JolleyLab/Internal/issues/205#event-14879920416
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