Mixed Reality Occlusion Compositing
A real depth-buffer occlusion test for mixed reality: a voxel hologram is composited against a room's depth-sensor mesh, hidden behind furniture exactly as a real MR headset would render it, with adjustable sensor resolution and noise.
Mixed reality's defining trick over plain augmented-reality overlay is occlusion: a hologram has to disappear behind a real table or couch, not float in front of everything the camera sees. This simulator renders that exact mechanism — a voxel-built holographic figure is composited into a scanned room using a real per-pixel depth test in a WebGL fragment shader, comparing the hologram's own depth against a depth texture rendered from the room's furniture every frame. Slide the hologram deeper into the room to watch it vanish behind nearer geometry, then turn down the simulated depth sensor's resolution and add measurement noise to see the blocky, flickering occlusion edges that real structured-light and time-of-flight sensors produce — and flip the occlusion test off entirely to see the naive "always on top" AR overlay it replaces.
A real depth-buffer occlusion test for mixed reality: a voxel hologram is composited against a room's depth-sensor mesh and hidden behind furniture exactly as a real MR headset would render it, with adjustable sensor resolution and noise.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install