Depthkit to Arcturus HoloEdit Workflow and Device Support

For the benefit of Depthkit Studio users curious about the latest best practices for getting their Depthkit Studio captures to play performantly with high quality on mobile devices and XR headsets (Meta Quest 3, HoloLens 2), here’s a summary of Depthkit’s current integration with Arcturus HoloEdit:

HoloEdit accepts Textured Mesh Sequences (OBJ’s) exported directly out of the Depthkit application.

Once ingested into HoloEdit, follow Arcturus’ documentation on Processing Sparse Camera Clips to compress and convert the captures into a mobile-ready playback format like Arcturus’ OMS or newer AVV format.

Finally, use Arcturus’ HoloSuite Player to playback those clips in Unreal, Unity, or web.

Support for playback of HoloEdit-compressed captures on specific devices like the Quest 3 and HoloLens 2 is dictated by Arcturus’ player and playback format.

1 Like

Thanks for this.

I am looking for to:

Capture a person talking with Azure Kinect (single device currently)
Import into Unity
Playback on Quest 3

Is your suggested workflow still the recommendation in 5/2024?

Hi, @jvcleave - If only capturing with a single sensor, use the Depthkit Core workflow. The workflow described above uses Depthkit Studio, which uses multiple sensors, a requirement for the Arcturus HoloEdit integration.

With Depthkit Core, you can capture with a single sensor and export in Combined Per Pixel video format, then create a project in Unity with build settings set for Meta Quest, and add the Depthkit Expansion Packages to render Depthkit captures directly on a Quest 3 headset.