![]() The adjustment makes the image the user sees appear as if it's rendered from the correct location, and holograms feel stable. HoloLens has hardware that adjusts the rendered image to account for the discrepancy between the predicted head position and the actual head position. However, this prediction algorithm is an approximation. Since image rendering takes time, HoloLens predicts where a user's head will be when the images are shown in the displays. To draw holograms to look like they're sitting in the real world, HoloLens needs to render images from the user's position. To provide the best experience possible, application developers must maintain 60 FPS, which translates to consistently providing a new image to the operating system every 16 milliseconds. The displays on HoloLens refresh 240 times a second, showing four separate color fields for each newly rendered image, resulting in a user experience of 60 FPS (frames per second). For holograms to appear stable in the world, each image presented to the user must have the holograms drawn in the correct spot. In some rarer cases, moving ones head rapidly while looking at a stationary hologram can also result in a rainbow effect, which is called color separation.įrame rate is the first pillar of hologram stability. The degree of separation is dependent upon the speed of the hologram. Whenever a user tracks a moving hologram with their eyes, that hologram's leading and trailing edges separate in their constituent colors, producing a rainbow effect. The displays in HoloLens are color sequential displays, which flash color channels of red-green-blue-green at 60 Hz (individual color fields are shown at 240 Hz). Developers can update the stabilization plane to further enhance stability. The user can rerun the calibration application to fix the issue. Swim occurs when the application hasn't fully implemented reprojection, and if the HoloLens isn't calibrated for the current user. When a hologram appears to sway corresponding to the motion of the user's head. Jumpiness can occur as tracking adjusts holograms to match updated understanding of your environment. When a hologram "pops" or "jumps" away from its location occasionally. Creating holograms close to spatial anchors lowers the likelihood of drift. Drift happens when you place holograms far away from spatial anchors, particularly in unmapped parts of the environment. Users see drift as a hologram appears to move away from where it was originally placed. Developers need to maintain a constant 60 FPS. Judder is especially noticeable in holograms with motion. Low rendering frequencies result in uneven motion and double images of holograms. For users, the solution is running sensor tuning. Users observe jitter as high frequency shaking of a hologram, which can happen when tracking of the environment degrades. ![]() Such scenarios can happen if two distinct rooms look identical. If a hologram later appears in an unexpected location, it's an accuracy problem. Once the hologram is world-locked and placed in the real world, it should stay where it's placed relative to the surrounding environment and independent of user motion or small and sparse environment changes. The following terminology can help you when you're identifying problems with the environment, inconsistent or low rendering rates, or anything else. From a user's perspective, holograms that are meant to be stationary won't move relative to the environment. Apps running at a constant 60 frames-per-second in an environment where HoloLens can track the surroundings ensures the hologram and the matching coordinate system are in sync. The quality of holograms is a result of good environment and good app development. However, you should exercise techniques that improve hologram stability and avoid scenarios that reduce stability. The stabilization pipeline works automatically in the background, so you don't need to take any extra steps to enable it. To achieve stable holograms, HoloLens has a built-in image stabilization pipeline.
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