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Unity ARKit XR 插件 – 人脸追踪

[英]Unity ARKit XR Plugin – Face Tracking

I am facing a problem after exporting the project.导出项目后我遇到了问题。 I do not know what the reason is, but my mobile phone becomes hot after a few minutes.我不知道是什么原因,但是几分钟后我的手机就变热了。

The project is new and does not have any script, just add ARKit XR Plugin.该项目是新的,没有任何脚本,只需添加ARKit XR Plugin。

That's quite "normal thermal condition" for any device running Augmented Reality app.对于任何运行增强现实应用程序的设备来说,这都是相当“正常的热条件”。 ARKit, RealityKit, ARCore, Vuforia or MRTK's tracking tasks are as CPU/GPU intensive as they should be. ARKit、RealityKit、ARCore、Vuforia 或 MRTK 的跟踪任务应该是 CPU/GPU 密集型的。 That's because these frameworks not only track surrounding environment at 60 fps but also render 3D geometry with PBR shaders, textures, shadows and animation at identical frame rate.这是因为这些框架不仅以 60 fps 的速度跟踪周围环境,而且还使用 PBR 着色器、纹理、阴影和 animation 以相同的帧速率渲染 3D 几何体。

Face tracking is even more CPU-intensive, in some cases, than World tracking .在某些情况下,人Face tracking甚至比World tracking更占用 CPU。 That's because except RGB channels coming from selfie camera, you're operating with segmented Alpha channel and Depth channel, coming from TrueDepth sensor in real time.这是因为除了来自自拍相机的 RGB 通道外,您正在使用分段的 Alpha 通道和深度通道,实时来自 TrueDepth 传感器。 And there are 52 facial blendshapes deforming geometry at rate 1/60 of a second.并且有 52 个面部混合形状以 1/60 秒的速率变形几何形状。

Pay attention to the fact that native Xcode builds of ARKit apps written in Swift work faster (in UIKit or in SwiftUI) than Unity builds of ARKit apps.请注意,用 Swift 编写的 ARKit 应用程序的原生 Xcode 构建比 ARKit 应用程序的 Unity 构建更快(在 UIKit 或 SwiftUI 中)。

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