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Version: 21 Aug 2024

XR_ML_physical_world_occlusion

Experimental API

This API is still an experimental extension not included in the official OpenXR registry and is subject to change.

Dynamic Occlusion

The XR_ML_physical_world_occlusion extension allows applications to specify occlusion settings on a per-layer basis in OpenXR. This extension provides the ability to occlude virtual content with real-world objects detected by different sources, improving the sense of presence and realism.

User Experience

If enabled, the selected sources will be automatically occlude virtual objects behind them from the user's view. This also applies to the segmented dimmer visibility.

For example, if an application has controller occlusion enabled and the controller is held in front of a virtual object, both the virtual object and the segmented dimmer around it will not be visible to the user in the areas occluded by the controller.

>Hand Occlusion Example
>Depth Occlusion Example

Occlusion Sources

There are 4 types of occlusion available to developers: Controller, Hands, Depth and Environment. Note that the Depth and Environment occlusion sources both rely on the depth sensor. Click the OpenXR specs below to view the full extension definition:

  • Controller :
    • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_CONTROLLER_ML
  • Hands :
    • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_HANDS_ML
  • Environment :
    • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_ENVIRONMENT_ML
  • Depth :
    • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_DEPTH_SENSOR_ML

Limitations

  • Opting for this feature will cause apps to have less GPU time per frame compare to not opting in and apps should budget in the additional cost.

  • Both the depth and environment occlusion sources rely on the depth sensor. Because environment occlusion uses the meshing system and relies on the long range mode, if both depth and environment occlusion are enabled then the far depth range is set to a minimum of 0.91 so that environment occlusion can function.

  • Switching between sources or changing depth ranges can cause very noticeable delays, depending on the source:

    • Controller -- no delay
    • Hand tracking -- medium delay
    • Depth sensor -- large delay
    • Environment -- large delay
  • Currently, enabling the first occlusion source can cause an additional delay, due to the occlusion feature starting up, regardless of occlusion source.

  • While there is no direct frame rate dropoff at the 0.91 depth cutoff, any increase in depth range will increase the amount of geometry being rendered and have some performance impact.

Best Practices

  • Developers can request a specific range for the depth sensor when using depth occlusion. A far range of \<= 0.9 means the short-range 30 Hz depth sensor mode is active, while a value above 0.9 means the long range 5 Hz mode is active.

  • Developers who wish to use the depth sensor source at 30 Hz should use this configuration:

    • All layers that use depth sensor occlusion should have a far range of less than or equal to 0.9m
    • No layers should use environment occlusion
  • It is recommended to use depth occlusion for any moving real-world objects, such as handheld objects, pets and other people. Use environmental occlusion for any other static surroundings.

API

12.108. XR_ML_physical_world_occlusion

Name String

XR_ML_physical_world_occlusion

Extension Type

Instance extension

Registered Extension Number

479

Revision

1

Extension and Version Dependencies
Last Modified Date

2023-08-16

Contributors

Andrei Aristarkhov, Magic Leap
Ron Bessems, Magic Leap

Overview

The XR_ML_physical_world_occlusion extension allows applications to specify occlusion settings on a per-layer basis in OpenXR. This extension provides the ability to occlude virtual content with real-world objects detected by different sources, improving the sense of presence and realism.

New Enum Constants

XrStructureType enumeration is extended with:

  • XR_TYPE_COMPOSITION_LAYER_PHYSICAL_WORLD_OCCLUSION_ML

  • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_CONTROLLER_ML

  • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_HANDS_ML

  • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_DEPTH_SENSOR_ML

  • XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_ENVIRONMENT_ML

  • XR_TYPE_VIEW_CONFIGURATION_OCCLUSION_CONTROLLER_PROPERTIES_ML

  • XR_TYPE_VIEW_CONFIGURATION_OCCLUSION_HANDS_PROPERTIES_ML

  • XR_TYPE_VIEW_CONFIGURATION_OCCLUSION_DEPTH_SENSOR_PROPERTIES_ML

  • XR_TYPE_VIEW_CONFIGURATION_OCCLUSION_ENVIRONMENT_PROPERTIES_ML

New Structures

To activate automatic occlusion the application must submit occlusion configuration each frame using the xrEndFrame function, by chaining the XrCompositionLayerPhysicalWorldOcclusionML structures to the next pointer of corresponding XrCompositionLayerBaseHeader structures.

For each composition layer specified in XrFrameEndInfo::layersthe application may provide a correspondingXrCompositionLayerPhysicalWorldOcclusionML structure containing 0 or more occlusion sources.

To enable any occlusion sources for a projection layer the application mustalso submit depth layer information using theXrCompositionLayerDepthInfoKHR structure in accordance with theXR_KHR_composition_layer_depth extension.

The XrCompositionLayerPhysicalWorldOcclusionML structure is defined as:

// Provided by XR_ML_physical_world_occlusion
typedef struct XrCompositionLayerPhysicalWorldOcclusionML {
    XrStructureType                                             type;
    const void*                                                 next;
    uint32_t                                                    occlusionSourceCount;
    const XrPhysicalWorldOcclusionSourceBaseHeaderML* const*    occlusionSources;
} XrCompositionLayerPhysicalWorldOcclusionML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

  • occlusionSourceCount is the number of active occlusion sources in this layer.

  • occlusionSources is a pointer to an array ofXrPhysicalWorldOcclusionSourceBaseHeaderML pointers.

Valid Usage (Implicit)

The XrPhysicalWorldOcclusionSourceBaseHeaderML structure is defined as:

// Provided by XR_ML_physical_world_occlusion
typedef struct XrPhysicalWorldOcclusionSourceBaseHeaderML {
    XrStructureType    type;
    const void*        next;
} XrPhysicalWorldOcclusionSourceBaseHeaderML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

Valid Usage (Implicit)

The XrPhysicalWorldOcclusionSourceControllerML structure is defined as:

// Provided by XR_ML_physical_world_occlusion
typedef struct XrPhysicalWorldOcclusionSourceControllerML {
    XrStructureType    type;
    const void*        next;
} XrPhysicalWorldOcclusionSourceControllerML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

An application can check whether this occlusion source is supported for a given view configuration by extending theXrViewConfigurationProperties withXrViewConfigurationOcclusionControllerPropertiesML structure when calling xrGetViewConfigurationProperties.

Valid Usage (Implicit)

// Provided by XR_ML_physical_world_occlusion
typedef struct XrViewConfigurationOcclusionControllerPropertiesML {
    XrStructureType    type;
    const void*        next;
    XrBool32           supportsOcclusion;
} XrViewConfigurationOcclusionControllerPropertiesML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

  • supportsOcclusion indicates whether the runtime supports this occlusion source.

When calling xrGetViewConfigurationProperties, the application canprovide a pointer to anXrViewConfigurationOcclusionControllerPropertiesML structure in thenext chain of XrViewConfigurationProperties.

Valid Usage (Implicit)

The XrPhysicalWorldOcclusionSourceHandsML structure is defined as:

// Provided by XR_ML_physical_world_occlusion
typedef struct XrPhysicalWorldOcclusionSourceHandsML {
    XrStructureType    type;
    const void*        next;
} XrPhysicalWorldOcclusionSourceHandsML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

An application can check whether this occlusion source is supported for a given view configuration by extending theXrViewConfigurationProperties withXrViewConfigurationOcclusionHandsPropertiesML structure when callingxrGetViewConfigurationProperties.

Valid Usage (Implicit)

// Provided by XR_ML_physical_world_occlusion
typedef struct XrViewConfigurationOcclusionHandsPropertiesML {
    XrStructureType    type;
    const void*        next;
    XrBool32           supportsOcclusion;
} XrViewConfigurationOcclusionHandsPropertiesML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

  • supportsOcclusion indicates whether the runtime supports this occlusion source.

When calling xrGetViewConfigurationProperties, the application canprovide a pointer to an XrViewConfigurationOcclusionHandsPropertiesMLstructure in the next chain of XrViewConfigurationProperties.

Valid Usage (Implicit)

The XrPhysicalWorldOcclusionSourceDepthSensorML structure is defined as:

// Provided by XR_ML_physical_world_occlusion
typedef struct XrPhysicalWorldOcclusionSourceDepthSensorML {
    XrStructureType    type;
    const void*        next;
    float              nearRange;
    float              farRange;
} XrPhysicalWorldOcclusionSourceDepthSensorML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

  • nearRange is the minimum depth sensor reading in meters that shouldbe considered for occluding the virtual scene.

  • farRange is the maximum depth sensor reading in meters that shouldbe considered for occluding the virtual scene.

An application can check whether this occlusion source is supported for a given view configuration and inspect the limits for nearRange andfarRange parameters by extending theXrViewConfigurationProperties withXrViewConfigurationOcclusionDepthSensorPropertiesML structure when calling xrGetViewConfigurationProperties.

Valid Usage (Implicit)

// Provided by XR_ML_physical_world_occlusion
typedef struct XrViewConfigurationOcclusionDepthSensorPropertiesML {
    XrStructureType    type;
    const void*        next;
    XrBool32           supportsOcclusion;
    float              minNearRange;
    float              maxNearRange;
    float              minFarRange;
    float              maxFarRange;
} XrViewConfigurationOcclusionDepthSensorPropertiesML;
Member Descriptions

When calling xrGetViewConfigurationProperties, the application canprovide a pointer to anXrViewConfigurationOcclusionDepthSensorPropertiesML structure in thenext chain of XrViewConfigurationProperties.

Valid Usage (Implicit)

The XrPhysicalWorldOcclusionSourceEnvironmentML structure is defined as:

// Provided by XR_ML_physical_world_occlusion
typedef struct XrPhysicalWorldOcclusionSourceEnvironmentML {
    XrStructureType    type;
    const void*        next;
} XrPhysicalWorldOcclusionSourceEnvironmentML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

An application can check whether this occlusion source is supported for a given view configuration by extending theXrViewConfigurationProperties withXrViewConfigurationOcclusionEnvironmentPropertiesML structure when calling xrGetViewConfigurationProperties.

Valid Usage (Implicit)

// Provided by XR_ML_physical_world_occlusion
typedef struct XrViewConfigurationOcclusionEnvironmentPropertiesML {
    XrStructureType    type;
    const void*        next;
    XrBool32           supportsOcclusion;
} XrViewConfigurationOcclusionEnvironmentPropertiesML;
Member Descriptions
  • type is the XrStructureType of this structure.

  • next is NULL or a pointer to the next structure in a structure chain.

  • supportsOcclusion indicates whether the runtime supports this occlusion source.

When calling xrGetViewConfigurationProperties, the application canprovide a pointer to anXrViewConfigurationOcclusionEnvironmentPropertiesML structure in thenext chain of XrViewConfigurationProperties.

Valid Usage (Implicit)

12.108.1. Example render loop code

The following example code demonstrates how use the extension.

XrSession session;                            // previously initialized
XrCompositionLayerProjection projectionLayer; // previously initialized
XrCompositionLayerQuad quadLayer;             // previously initialized

// The app renders two layers: projection layer uses both the environment and the hands occlusion while the quad layer uses hands occlusion only
while (1) {
    XrFrameWaitInfo frameWaitInfo{XR_TYPE_FRAME_WAIT_INFO};
    XrFrameState frameState{XR_TYPE_FRAME_STATE};
    xrWaitFrame(session, &frameWaitInfo, &frameState);

    XrFrameBeginInfo frameBeginInfo{XR_TYPE_FRAME_BEGIN_INFO};
    xrBeginFrame(session, &frameBeginInfo);

    std::vector<const XrCompositionLayerBaseHeader*> layers;

    // Enable projection layer occlusion by hands and the static environment
    XrPhysicalWorldOcclusionSourceHandsML occlusionSourceHands{
      XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_HANDS_ML};
    XrPhysicalWorldOcclusionSourceEnvironmentML occlusionSourceEnv{
      XR_TYPE_PHYSICAL_WORLD_OCCLUSION_SOURCE_ENVIRONMENT_ML};
    XrPhysicalWorldOcclusionSourceBaseHeaderML* occlusionSourcesProjection[] = {
      reinterpret_cast<XrPhysicalWorldOcclusionSourceBaseHeaderML*>(&occlusionSourceHands),
      reinterpret_cast<XrPhysicalWorldOcclusionSourceBaseHeaderML*>(&occlusionSourceEnv)
    };
    XrCompositionLayerPhysicalWorldOcclusionML projectionLayerOcclusionInfo{
      XR_TYPE_COMPOSITION_LAYER_PHYSICAL_WORLD_OCCLUSION_ML};
    projectionLayerOcclusionInfo.occlusionSourceCount = 2;
    projectionLayerOcclusionInfo.occlusionSources = occlusionSourcesProjection;

    projectionLayer.next = &projectionLayerOcclusionInfo;
    layers.push_back(reinterpret_cast<XrCompositionLayerBaseHeader*>(&projectionLayer));

    // Enable quad layer occlusion by hands only
    XrPhysicalWorldOcclusionSourceBaseHeaderML* occlusionSourcesQuad[] = {
      reinterpret_cast<XrPhysicalWorldOcclusionSourceBaseHeaderML*>(&occlusionSourceHands)
    };
    XrCompositionLayerPhysicalWorldOcclusionML quadLayerOcclusionInfo{
      XR_TYPE_COMPOSITION_LAYER_PHYSICAL_WORLD_OCCLUSION_ML};
    quadLayerOcclusionInfo.occlusionSourceCount = 1;
    quadLayerOcclusionInfo.occlusionSources = occlusionSourcesQuad;

    quadLayer.next = &quadLayerOcclusionInfo;
    layers.push_back(reinterpret_cast<XrCompositionLayerBaseHeader*>(&quadLayer));

    XrFrameEndInfo frameEndInfo{XR_TYPE_FRAME_END_INFO};
    frameEndInfo.displayTime = frameState.predictedDisplayTime;
    frameEndInfo.environmentBlendMode =
      XR_ENVIRONMENT_BLEND_MODE_ALPHA_BLEND;
    frameEndInfo.layerCount = static_cast<uint32_t>(layers.size());
    frameEndInfo.layers = layers.data();

    xrEndFrame(session, &frameEndInfo);
}

Version History

  • Revision 1, 2023-08-16 (Andrei Aristarkhov)

    • Initial extension description