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There is a regression with how latest SlicerVR lights the scene, both with the old VR and the new XR backend.
OpenVR: Default lighting looks as expected, but now SSAO and Lights module options are not applied on the VR view (even if the view node IDs are explicitly selected)
OpenXR: Default lighting looks washed out
Objective
Make both backends of SlicerVR work like before the regression
"Normal" lighting by default
Lights module changes have effect on VR view as well
Approach and Plan
Investigate the problem with the help of people directly involved in the OpenXR integration
If we find the root cause of either issues, try to address them
Progress and Next Steps
Describe specific steps you have actually done.
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)
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.
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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