Hello. I have a model of a CD record and box, and I would like to change the artwork of it via an external image URL. My 3D knowledge is limited, but what I can say is that the RealityView contains the USDZ of the record, which in turn contains multiple materials: ArtBack, ArtFront, PlasticBox, CD.
How do I target an artwork material and change it to another image? Here is the code so far.
RealityView { content in
do {
let entity = try await Entity.init(named: "VinylScene", in: realityKitContentBundle)
entity.scale = SIMD3<Float>(repeating: 0.6)
content.add(entity)
} catch {
ProgressView()
}
}
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Hi!
I was trying to port our sdk for visionOS.
I was going through the documentation and saw this video: https://developer.apple.com/videos/play/wwdc2023/10089/
Is there any working code sample for it, same goes for arkit c api ?
Couldn't find any links. Thanks in advance.
Sahil
I am installing Homebrew and GPTk according to this video: https://www.youtube.com/watch?v=WdQIc69e5oA
I have Homebrew installed. When i type in
which brew
it responds with
/opt/homebrew/bin/brew
When I enter the command
brew -v install apple/apple/game-porting-toolkit
it replies with
HomeBrew 4. 2. 21
Anyone know who to get the game porting kit to install? I have tried download both of the options (kit v1 and v1.1) from the website but it doesn't make a difference
I am wanting to create a 3D video game in Xcode for macOS, iOS, iPadOS, tvOS, and visionOS. I have heard that there are a few different ways to go about this such as MetalKit or SceneKit. These libraries seem to have little examples and documentation so I am wondering:
Are they still be developed/supported?
Which platform should I make a game in?
Where are some resources to learn how to use these platforms?
Are there other better platforms that I am just not aware of?
Thanks!
Is it possible to create a material that behaves the same as AR ground plane, but in a NON-AR setup?
Any help appreciated.
What best to pass to the options parameter of:
MTLDevice.makeBuffer(length:options:)
MTLDevice.makeBuffer(bytes:length:options:)
MTLDevice.makeBuffer(bytesNoCopy:length:options:deallocator:)
Basically I'm looking for a "plain English" explanation of MTLResourceOptions doc page.
When the dinosaur protrudes from the portal in the Encounter Dinosaurs app, it appears to be lit by the real room lighting, just like any other RealityKit content is by default.
When the dinosaur is inside of the portal, it appears to be lit by the virtual environment, and the two light sources seem to be smoothly blended between at the plane of the portal.
How is this done? ImageBasedLightReceiverComponent allows the IBL to be changed on a per-entity basis, but the actual lightning calculation shader code seems to be a black box, and I have not seen a way to specify which IBL texture is used on a per-fragment basis.
Hello. I am trying to enable Metal to take advantage of SwiftUI+Shaders in an existing app. In my target, I have added metal.framework, added a .metal file and confirmed I see the Metal Compiler option in my Build Settings. When I add a colorEffect modifier using the ShaderLibrary, the object renders black. I confirmed this is working in a new project so I suspect there are more steps required to get this working in an existing application.
I have a glb model that is loading absolutely fine, repeatedly, in safari or chrome.
There is only one texture that is 8192x8192
it never has a problem when loading in browser.
when we embed the url into an app, the model loads the first few times (exiting the model and going back to the main menu and then reloading the model) but, after a few attempts, the texture fails to load. The model and all data is visible but the texture, itself, is black.
why could this be happening? Is there something in the iOS code that is breaking it? Is the iOS code trying to automatically cache the texture and it’s running out of memory?
anyone who can provide the help and support that we require will be much appreciated.
thank you advance.
Please treat me as a beginner of Unity.
Now I want to learn to develop visionOS VR App through unity. I try to find a relatively complete route and start learning, but Unity's official website does not have much explanation for visionOS VR App, so I hope you can give me a comparison. The whole route, thank you!
Hi, just got an Apple M3 Pro to try it out on some Jax operations. I see the development is actively ongoing so maybe this error can help.
This is the environment:
Metal device set to: Apple M3 Pro
systemMemory: 18.00 GB
maxCacheSize: 6.00 GB
jax: 0.4.26
jaxlib: 0.4.23
numpy: 1.26.4
python: 3.11.8 | packaged by conda-forge | (main, Feb 16 2024, 20:49:36) [Clang 16.0.6 ]
jax.devices (1 total, 1 local): [METAL(id=0)]
process_count: 1
platform: uname_result(system='Darwin', node='MKFL96VR9YT', release='23.4.0', version='Darwin Kernel Version 23.4.0: Wed Feb 21 21:44:54 PST 2024; root:xnu-10063.101.15~2/RELEASE_ARM64_T6030', machine='arm64')
This is a minimal example which produces an error, I think due to the fft part:
from jax import numpy as np
array = np.ones((16, 16))
np.fft.fft2(array)
This is the full traceback:
Traceback (most recent call last):
File "/Users/user/Downloads/wow.py", line 5, in <module>
np.fft.fft2(array)
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/numpy/fft.py", line 216, in fft2
return _fft_core_2d('fft2', xla_client.FftType.FFT, a, s=s, axes=axes,
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/numpy/fft.py", line 210, in _fft_core_2d
return _fft_core(func_name, fft_type, a, s, axes, norm)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/numpy/fft.py", line 102, in _fft_core
transformed = lax.fft(arr, fft_type, tuple(s))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/traceback_util.py", line 179, in reraise_with_filtered_traceback
return fun(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 298, in cache_miss
outs, out_flat, out_tree, args_flat, jaxpr, attrs_tracked = _python_pjit_helper(
^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 176, in _python_pjit_helper
out_flat = pjit_p.bind(*args_flat, **params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/core.py", line 2788, in bind
return self.bind_with_trace(top_trace, args, params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/core.py", line 425, in bind_with_trace
out = trace.process_primitive(self, map(trace.full_raise, args), params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/core.py", line 913, in process_primitive
return primitive.impl(*tracers, **params)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 1494, in _pjit_call_impl
return xc._xla.pjit(name, f, call_impl_cache_miss, [], [], donated_argnums, # type: ignore
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 1471, in call_impl_cache_miss
out_flat, compiled = _pjit_call_impl_python(
^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/pjit.py", line 1406, in _pjit_call_impl_python
lowering_parameters=mlir.LoweringParameters()).compile()
^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/interpreters/pxla.py", line 2369, in compile
executable = UnloadedMeshExecutable.from_hlo(
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/interpreters/pxla.py", line 2908, in from_hlo
xla_executable, compile_options = _cached_compilation(
^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/interpreters/pxla.py", line 2718, in _cached_compilation
xla_executable = compiler.compile_or_get_cached(
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/compiler.py", line 266, in compile_or_get_cached
return backend_compile(backend, computation, compile_options,
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/profiler.py", line 335, in wrapper
return func(*args, **kwargs)
^^^^^^^^^^^^^^^^^^^^^
File "/opt/anaconda3/envs/jaxmetal/lib/python3.11/site-packages/jax/_src/compiler.py", line 238, in backend_compile
return backend.compile(built_c, compile_options=options)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
jaxlib.xla_extension.XlaRuntimeError: UNKNOWN: <unknown>:0: error: 'func.func' op One or more function input/output data types are not supported.
<unknown>:0: note: see current operation:
"func.func"() <{arg_attrs = [{mhlo.layout_mode = "default", mhlo.sharding = "{replicated}"}], function_type = (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>, res_attrs = [{jax.result_info = "", mhlo.layout_mode = "default"}], sym_name = "main", sym_visibility = "public"}> ({
^bb0(%arg0: tensor<16x16xf32>):
%0 = "mhlo.convert"(%arg0) : (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>
%1 = "mhlo.fft"(%0) {fft_length = dense<16> : tensor<2xi64>, fft_type = #mhlo<fft_type FFT>} : (tensor<16x16xcomplex<f32>>) -> tensor<16x16xcomplex<f32>>
"func.return"(%1) : (tensor<16x16xcomplex<f32>>) -> ()
}) : () -> ()
<unknown>:0: error: failed to legalize operation 'func.func'
<unknown>:0: note: see current operation:
"func.func"() <{arg_attrs = [{mhlo.layout_mode = "default", mhlo.sharding = "{replicated}"}], function_type = (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>, res_attrs = [{jax.result_info = "", mhlo.layout_mode = "default"}], sym_name = "main", sym_visibility = "public"}> ({
^bb0(%arg0: tensor<16x16xf32>):
%0 = "mhlo.convert"(%arg0) : (tensor<16x16xf32>) -> tensor<16x16xcomplex<f32>>
%1 = "mhlo.fft"(%0) {fft_length = dense<16> : tensor<2xi64>, fft_type = #mhlo<fft_type FFT>} : (tensor<16x16xcomplex<f32>>) -> tensor<16x16xcomplex<f32>>
"func.return"(%1) : (tensor<16x16xcomplex<f32>>) -> ()
}) : () -> ()
I'd be happy running more tests should you need them, I'm new to this, so not sure which just yet.
Many thanks!!
(Copied from https://github.com/google/jax/issues/20835)
I am attempting to use JAX on Metal (on a M1 Pro chip) to model discrete (count) data. I've installed the latest version jax-metal 0.0.6 using pip.
The installation seems to have worked overall as I can perform basic Jax array operations on GPU. However, when I try to compute the (log-)PMFs/PDFs of random variables which are defined in terms of the (log-)Gamma function I get errors like the one below which seems to indicate that the lax.lgamma function is not supported under the hood on M1 metal.
This is essential functionality for a wide class of probabilistic machine learning models. Note that following functions (among others) are broken as a result:
jax.scipy.stats.binom.logpmf
jax.scipy.stats.nbinom.logpmf
jax.scipy.stats.poisson.logpmf
jax.scipy.stats.dirichlet.logpdf
jax.scipy.stats.beta.logpdf
jax.scipy.stats.gamma.logpdf
...
>>> jax.scipy.stats.binom.logpmf(1, n=2, p=0.5)
jax.errors.SimplifiedTraceback: For simplicity, JAX has removed its internal frames from the traceback of the following exception. Set JAX_TRACEBACK_FILTERING=off to include these.
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/scipy/stats/binom.py", line 31, in logpmf
gammaln(n + 1),
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/scipy/special.py", line 44, in gammaln
return lax.lgamma(x)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/lax/special.py", line 46, in lgamma
return lgamma_p.bind(x)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/core.py", line 422, in bind
return self.bind_with_trace(find_top_trace(args), args, params)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/core.py", line 425, in bind_with_trace
out = trace.process_primitive(self, map(trace.full_raise, args), params)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/core.py", line 913, in process_primitive
return primitive.impl(*tracers, **params)
File "/Users/ljb80/.virtualenvs/jax-metal/lib/python3.10/site-packages/jax/_src/dispatch.py", line 87, in apply_primitive
outs = fun(*args)
jaxlib.xla_extension.XlaRuntimeError: UNKNOWN: <stdin>:1:0: error: failed to legalize operation 'chlo.lgamma'
<stdin>:1:0: note: see current operation: %0 = "chlo.lgamma"(%arg0) : (tensor<f32>) -> tensor<f32>
System info (python version, jaxlib version, accelerator, etc.)
jax: 0.4.26
jaxlib: 0.4.23
numpy: 1.26.4
python: 3.10.6 | packaged by conda-forge | (main, Aug 22 2022, 20:38:29) [Clang 13.0.1 ]
jax.devices (1 total, 1 local): [METAL(id=0)]
process_count: 1
platform: uname_result(system='Darwin', node='PHS027794', release='23.4.0', version='Darwin Kernel Version 23.4.0: Fri Mar 15 00:10:42 PDT 2024; root:xnu-10063.101.17~1/RELEASE_ARM64_T6000', machine='arm64')
Hi there, I have some existing metal rendering / shader views that I would like to use to present stereoscopic content on the Vision Pro. Is there a metal shader function / variable that lets me know which eye we're currently rendering to inside my shader? Something like Unity's unity_StereoEyeIndex? I know RealityKit has GeometrySwitchCameraIndex, so I want something similar (but outside of a RealityKit context).
Many thanks,
Rich
What is the most efficient way to use a MTLTexture (created procedurally at run-time) as a RealityKit TextureResource? I update the MTLTexture per-frame using regular Metal rendering, so it’s not something I can do offline. Is there a way to wrap it without doing a copy?
A specific example would be great.
Thank you!
When I distribute a app that includes Apple Unity plugin, I got an error of asset validation failed.
The bundle 'Payload/{app name}/Frameworks/AppleCoreNative.framework' is missing plist key. The Info.plist file is missing the required key: CFBundleShortVersionString.
Does anyone get this?
The Drawing fully immersive content using Metal guide describes how to use Metal for visionOS immersive experiences, but seemingly requires swift to bring up the required CompositorLayer.
@main
struct MyApp: App {
var body: some Scene {
ImmersiveSpace(id: "MyContent") {
CompositorLayer { layerRenderer in
let renderThread = Thread {
let engine = myEngineCreate(layerRenderer)
myEngineRenderLoop(engine)
}
renderThread.name = "Render Thread"
renderThread.start()
}
}
}
The ImmersiveSpace scene can presumably be replaced with a call to
[UIApplication.sharedApplication activateSceneSessionForRequest:[UISceneSessionActivationRequest requestWithRole:UISceneSessionRoleImmersiveSpaceApplication] errorHandler:nil]
But is there a replacement for CompositorLayer? Or some other way to produce a cp_layer_renderer?
Perhaps it would be possible to write a small swift helper for this, but given the swift interface for CompositorLayer how would that be tied to an existing UIScene as created above?
@available(visionOS 1.0, *)
public struct CompositorLayer : SwiftUI.ImmersiveSpaceContent {
public init(configuration: any _CompositorServices_SwiftUI.CompositorLayerConfiguration = .default, renderer: @escaping (CompositorServices.LayerRenderer) -> Swift.Void)
public var body: Swift.Never {
get
}
public typealias Body = Swift.Never
}
Is it possible to set the header include paths when compiling a metal library from source at runtime?
I'm dynamically generating kernel source that I'm compiling at runtime. I want to include some functions I have defined in a header. If I was doing online computation, I can specify include paths using -I /path/to/include using the command.
xcrun metal -c -I /path/to/include example.metal -o example.air
However when I'm online, it doesn't appear possible to define a header search path.
MTLCompileOptions *options = [MTLCompileOptions new];
options.fastMathEnabled = NO;
library = [device newLibraryWithSource:kernel_source
options:options
error:&error];
Is there a way to specify a header search path using newLibraryWithSource?
I wanted to show a progress of a certain part of the game using an entity that looks like a "pie chart", basically cylinder with a cut-out. And as progress is changed (0-100) the entity would be fuller.
Is there a way to create this kind of model entity? I know there are ways to animated entities, warp them between meshes, but I was wondering if somebody knows how to achieve it in a simplest way possible?
Maybe some kind of custom shader that would just change how the material is rendered? I do not need its physics body, just to show it.
I know how to do it in UIKit and classic 2d UI Apple frameworks but here working with model entities it gets a bit tricky for me.
Here is example of how it would look, examples are in 2d but you can imagine it being 3d cylinders with a cut-out.
Thank you!
Where do I start with this error? I am using the Metal Debugger and have.a bunch of stuck command buffers. how do I look at the command buffers to see the errors? My suspicion is that the cause is some sort of memory leak. Not having access to the source for Metal leaves me stuck. The following message shows up in the logging pane of the execution.
Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (00000004:kIOGPUCommandBufferCallbackErrorSubmissionsIgnored)
Type: Error | Timestamp: 2024-04-11 14:16:13.464336-05:00 | Library: Metal | Subsystem: Metal | Category: Default | TID: 0x2a0b8c
I just need some guidance