This sample project shows my current approach to displaying stereographic image pairs in visionOS. There are a few hiccups.
The shader graph is pretty straightforward. Two named ImageFile
nodes ("LeftImage" and "RightImage") accept the names of the left and right images, feed to a pair of Image
nodes, which then feed a CameraIndexSwitch
. I feed the right image to the "Mono" input, because in the images I'm working with I'll occasionally see a missing left image. This pipeline then feeds a named output "StereoImage". As of visionOS 1.1, TextureResource.load
fails with pure grayscale images, so you will have to convert them to an RGB-based color space (Apple FB 13733823). Size limit is 8192x8192 pixels.
If you are updating a RealityView
, you have some opportunities to write spectacular memory leaks. This repo contains two versions of the StereoView
View, which is what actually displays the 3D image. StereoView_simple
is a direct approach. StereoView_revised
has some optimizations. They are used respectively in the "SG Stereo simple" and "SG Stereo revised" targets and schemes. A 2D mesh Entity
is used to display the stereo image. StereoView_simple
leaks like a sieve. StereoView_revised
leaks a little bit.
You must load your image in the RealityView
's make:
closure. You're not guaranteed to ever get a call to the update:
closure. But if you change the image in a loaded RealityView
, you will get a call to your update:
closure. However, the update:
closure is called for every SwiftUI state change, not just image reloading. To solve this, I've put the logic to load an image pair into a separate function that's called from both the make:
and the update:
closures.
Build and run the app, and look at the Memory usage plot in Xcode or the Memory Instruments. In StereoView_simple
, we reload the left/right images on every update:
call, build a new Material
, and update the image plane's Material
. There's some sort of memory leak or hoarding when the material is updated. You can go from 55 megabytes of memory usage to a couple of gigabytes simply by resizing the window. In a prior version, I was rebuilding the mesh on every update:
, and that was even more ridiculous.
In StereoView_revised
, we set the image plane's name to be the stereo pair's id
, and then check to see if the image we're loading is the same one we've loaded. This vastly reduces the memory leakage, because now we're only leaking when we change images. I'm not thrilled about writing state to the RealityView entity this way, but it works. Apple FB 13817928 for the smaller leakage.
The plane that shows the 3D image is a fixed size, because a mesh Entity's size is specified in meters. A nice enhancement would be to resize the image plane when the window is resized, using either a new Entity, or the Entity's' transform.
Stereo pairs courtesy of Middlebury College.