Better notation of software versions
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@@ -60,7 +60,7 @@ In addition, the pose and size of the virtual textures were defined on the virtu
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During the experiment, the system uses marker pose estimates to align the virtual models with their real world counterparts. %, according to the condition being tested.
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This allows to detect if a finger touches a virtual texture using a collision detection algorithm (Nvidia PhysX), and to show the virtual elements and textures in real-time, aligned with the \RE, using the considered \AR or \VR headset.
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In our implementation, the \VE is designed with Unity and the Mixed Reality Toolkit (MRTK)\footnoteurl{https://learn.microsoft.com/windows/mixed-reality/mrtk-unity}.
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In our implementation, the \VE is designed with Unity (v2021.1) and the Mixed Reality Toolkit (v2.7)\footnoteurl{https://learn.microsoft.com/windows/mixed-reality/mrtk-unity}.
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The visual rendering is achieved using the Microsoft HoloLens~2, an \OST-\AR headset with a \qtyproduct{43 x 29}{\degree} \FoV, a \qty{60}{\Hz} refresh rate, and self-localisation capabilities.
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A \VST-\AR or a \VR headset could have been used as well.
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