空間位置掃描視覺效果Room scan visualization

需要空間對應的應用程式會依賴裝置來收集隨時間和跨會話的資料。Applications that require spatial mapping rely on the device to collect data over time and across sessions. 對應資料的完整性和品質取決於許多因素,包括使用者已完成的探索量、從探索以來經過的時間,以及設備(例如傢俱和大門)在裝置掃描區域之後是否已移動。The completeness and quality of the mapping data depends on many factors, including the amount of exploration the user has done, how much time has passed since the exploration, and whether objects such as furniture and doors have moved since the device scanned the area.

為了確保有用的空間對應資料,應用程式開發人員有數個選項:To ensure useful spatial mapping data, applications developers have several options:

  • 依賴可能已收集的內容。Rely on what may have already been collected. 這種資料一開始可能不完整。This data may be incomplete initially.
  • 要求使用者使用 bloom 手勢前往 Windows Mixed Reality 首頁,然後探索他們想要用於體驗的領域。Ask the user to use the bloom gesture to get to the Windows Mixed Reality home and then explore the area they wish to use for the experience. 他們可以使用 [點一下] 來確認裝置已知所有必要的區域。They can use air-tap to confirm that all the necessary area is known to the device.
  • 在自己的應用程式中建立自訂的探索體驗。Build a custom exploration experience in their own application.

在這些情況下,在探索期間收集的實際資料會由系統儲存,而應用程式則不需要這麼做。In all these cases, the actual data gathered during the exploration is stored by the system and the application doesn't need to do this.

裝置支援Device support

功能Feature HoloLensHoloLens 沉浸式頭戴裝置Immersive headsets
空間位置掃描視覺效果Room scan visualization ✔️✔️

建立自訂掃描體驗Building a custom scanning experience

應用程式可能會在體驗開始時分析空間對應資料,以判斷他們是否希望使用者執行額外的步驟來改善其完整性和品質。Applications may analyze the spatial mapping data at the start of the experience to judge whether they want the user to do extra steps to improve its completeness and quality. 如果分析指出品質應獲得改善,開發人員應該提供視覺效果以在世界上重迭,以表示:If analysis indicates quality should be improved, developers should provide a visualization to overlay on the world to indicate:

  • 使用者鄰近區中的總數量必須是經驗的一部分How much of the total volume in the users vicinity needs to be part of the experience
  • 使用者應該前往哪裡改善資料Where the user should go to improve data

使用者不知道什麼會進行「良好」掃描。Users don't know what makes a "good" scan. 如果系統要求您評估掃描– flatness、與實際牆的距離等等,則需要顯示或告知要尋找的內容。They need to be shown or told what to look for if they’re asked to evaluate a scan – flatness, distance from actual walls, and so on. 開發人員應執行意見反應迴圈,其中包含在掃描或探索階段期間重新整理空間對應資料。The developer should implement a feedback loop that includes refreshing the spatial mapping data during the scanning or exploration phase.

在許多情況下,最好告知使用者他們需要做什麼,才能取得所需的掃描品質。In many cases, it's best to tell the user what they need to do to get the necessary scan quality. 例如,看看最高的、看看家具的後方等等。For example, look at the ceiling, look behind furniture, and so on.

快取與連續空間對應Cached versus continuous spatial mapping

空間對應資料是最繁重的資料來源應用程式可取用的資料來源。The spatial mapping data is the most heavy weight data source applications can consume. 若要避免效能問題(例如捨棄的畫面格或間斷情形),應謹慎地使用此資料。To avoid performance issues such as dropped frames or stuttering, consumption of this data should be done carefully.

使用體驗期間的主動式掃描可能會有很大的好處,因此您必須根據經驗決定要使用的方法。Active scanning during an experience can be both beneficial and detrimental, so you'll need to decide which method to use based on the experience.

快取的空間對應Cached spatial mapping

如果有快取的空間對應資料,應用程式通常會取得空間對應資料的快照集,並在體驗期間使用此快照集。If there's cached spatial mapping data, the application typically takes a snapshot of the spatial mapping data and uses this snapshot during the experience.


  • 降低系統的額外負荷,同時體驗能大幅提高電源、散熱和 cpu 效能。Reduced overhead on the system while the experience is running leading to dramatic power, thermal, and cpu performance gains.
  • 更簡單的主要體驗,因為空間資料的變更不會中斷。A simpler implementation of the main experience since it is not interrupted by changes in the spatial data.
  • 針對物理、圖形和其他用途之空間資料的任何後置處理,都是單一時間成本。A single one time cost on any post processing of the spatial data for physics, graphics, and other purposes.


  • 實際物件或人員的移動不會由快取的資料反映。The movement of real world objects or people is not reflected by the cached data. 例如,應用程式可能會在現在關閉時將門視為開啟。for example, the application might consider a door open when it's closed now.
  • 可能會有更多的應用程式記憶體,以維護資料的快取版本。Potentially more application memory to maintain the cached version of the data.

這種方法的良好案例是受控制的環境或資料表最上層的遊戲。A good case for this method is a controlled environment or a table top game.

連續空間對應Continuous spatial mapping

某些應用程式可能會依賴繼續掃描以重新整理空間對應資料。Certain applications may rely on continues scanning to refresh spatial mapping data.


  • 您不需要在應用程式中事先建立個別的掃描或探索體驗。You don't need to build in a separate scanning or exploration experience upfront in your application.
  • 雖然有一些延遲,但遊戲可能會反映實際物件的移動。The movement of real world objects can be reflected by the game, although with some delay.


  • 在主要體驗的執行上有更高的複雜度。Higher complexity in the implementation of the main experience.
  • 由於這些系統必須以累加方式內嵌變更,因此可能會造成額外的圖形和物理處理的額外負荷。Potential overhead from the extra graphic and physics processing, as changes need to be incrementally ingested by these systems.
  • 更高的電源、冷卻和 CPU 衝擊。Higher power, thermal, and CPU impact.

這種方法的理想情況是,全像投影必須與移動物件互動的情況,例如,地面磁片磁碟機可能會想要根據其為開啟或關閉而逐漸進入大門的全像汽車。A good case for this method is one where holograms are expected to interact with moving objects, for example, a holographic car that drives on the floor may want to bump into a door depending on whether it's open or closed.

另請參閱See also