Hi, just wondered if there was any documentation or info about the Depthkit Core Mesh Source Unity Component, eg. what each parameter does?
I’ve been using it to try and fine tune the rough edges of a single camera depth clip and make performance improvements. (I actually want people to look at the edges not eliminate them completely btw).
Many of these do have tool tips (so thanks for those!) but there are a few that don’t… (in bold below)
(I’m playing dumb a little here but…) a few of my guesses are…
Mesh Density = Density of the Mesh generated
Normal Generation Settings = choice of ways to generate the normals
Clipping Threshold = Not sure quite what I’m clipping…
Dither Edge = dithers the edge of the mask
Debug edge mask = enables edge mask debugging feature and shows the mask as a nice red edged mesh in scene view
Down Scale = Downscale the actual mask and decrease detail in the mask edges
Invalid Edge Width = ? Some sort of edge filter?
Invalid Strength = ? The strength of the edge filter used?
Sobel Filter = ? Uses Sobel filter to…? Round the edges of the mask? Clusters mask parts? Is this what’s refered to as Edge Smoothing sometimes?
Multiplier = ? amount of Sobel applied?
Blur Filter = Applies a blur to the mask ?
Radius = Radius of blur
Edge Mask Preview = shows a quick preview of the mask used
Depth Bias Compensation = Compensates for depth loss on skin and other surfaces in which the depth camera misaligns depth
Edge Compression Noise Threshold = ?
Pause Player When Invisible = Pauses the visual clip when not is view (but still runs the data generation?)
Pause Data Generation When Invisible = Pauses the data generation when not in view (but shows the clip?)
Can anyone shed light on - what these things do? How they are to be used? And how best to apply them for what result?