Julien Kipp
@julien_kaye
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Independent Developer | XR, AI, Open Source | working on Generative AI in Unity
Deutschland
Joined August 2016
Unity 6 is out and it's super cool to see our @xraihack prototype featured in the Sentis sizzle reel!
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So docs are very sparse on this https://t.co/XCggJN72bP But this is roughly what it looked like
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Oh, nice I found some confirmation, that this is indeed a recent addition to the native development docs from August 12th 2024. https://t.co/mDHmZBSJnI
communityforums.atmeta.com
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of August 12th, 2024.Updates:The Platform Abuse... - 1230882
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The documentation I've linked in the first post that I've never seen until now makes me hopeful they are opening up to the idea. Or maybe that's just wishful thinking on my part.
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https://t.co/XUY4iinXKA There are posts on the Meta developer forum of people having used MediaProjection successfully in the past. Always undocumented & brittle, seemingly stopped working completely around v43, with no comms from Meta whether intentional or no (probably was).
@trev3d If it's this simple to do, I'm really surprised we haven't seen anyone attempt this sooner. Well done proving out the usecase.
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Not sure if this helps, maybe you are already aware of it, but there's this documentation for Quest that I'm 99% sure has only been published recently:
developers.meta.com
Documents the use of the Media Projection APi on Meta Quest. Lists policy and user consent requirements and provides a guide on how to integrate.
I have a branch where I'm trying to access the MediaProjection texture from Unity with an external gl texture rather than copying the bytes over but I'm just getting a solid pale blue texture. If anyone might know what I'm doing wrong I'd love to hear :( https://t.co/ZmC1z0CHd1
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This is such a great concept. Ever since VR HMDs started giving access to environment mesh I'm wondering whether a tool like this could be useful to people w/ vision impairment. Form factor obv. still an issue for everyday use, but surely there must be research testing this?
💡 Idea: Visual -> audio channel. Project world distances to nearest surface on player sphere to create a 360 collision grid (interpolate -> smooth field). This data can be used to generate a fully 3D, realtime soundscape. You can "hear" collisions like a sonar/pressure field.
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Experimental feature. Drag-drop ANY image (jpg, png...) into instant 3D wallpapers with interactive mouse parallax. 🏙️ Using @julien_kaye's MiDaS AI -> Unity port. > https://t.co/AIDhgO7gcd
#unity3d #gamedev #ai #screenshotsaturday
Live wallpaper update: ✅ Audio-reactive spectrum + pulse. ✅ Interactive date-time label (parallax). ✅ Live hardware info (CPU, GPU, Mem, Temps, etc...) #madewithunity #unity3d #indiedev
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Slowly getting somewhere with generating images (soon 3D scenes?) with Stable Diffusion directly inside Unity with local inference. no API, no subscription, no python #madewithunity #unitysentis
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Big shoutout to @huggingface @diffuserslib which a lot of this is based on.
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This also required implementing CLIP tokenization in C# which is available here: https://t.co/V7s2n6593b
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The above is with SD 1.5 and took ~25 seconds on a RTX 3060 at 512x512, 20 steps, cfg 7.5 For the brave who want an early peek: https://t.co/V5kGxKaieb
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Converted onnx files are available. Star it / get them here on GitHub: https://t.co/0wcW1kRK0B
github.com
Monocular Depth Estimation with Unity Sentis. Contribute to julienkay/com.doji.midas development by creating an account on GitHub.
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I released a Unity package that makes it easy to use various Midas depth estimation models, up to the newest v3.1 with Unity Sentis
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We've been busy! Introducing a new Gaussian Splatting engine that's lean and (well above the) mean. 🥇 Truck scene: 68 sec / PSNR 24.19 💼 Commercial-friendly, pure C++/CUDA Interesting? Let’s talk! #gaussiansplatting #ai
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