Realtime Scene Hologram

Quest 3 · WebXR passthrough + Depth Sensing API → live world-space point cloud you can grab, scale and spin with your hands.

Checking WebXR support…

Hand gestures

One-hand pinch
Grab the hologram — move and rotate it in 6DoF (displace).
Two-hand pinch
Pull apart / together to scale, twist the line between your hands to rotate, move both to translate.
Poke the panel
A control panel floats on the back of your left hand. Touch a button with your right index fingertip.
Controllers
Also supported — trigger grabs, and the panel becomes world-anchored with ray clicking.

Panel controls

Visualisation

TURBO / VIRIDIS
Depth-ramped colour, shaded by surface normal.
NORMALS
Surface orientation as RGB — reads geometry very clearly.
GHOST
Fresnel-lit translucent hologram look.
HEIGHT
Colour by world height above the floor.
SCAN
Animated holographic contour bands sweeping through depth.
FREEZE
Stop updating — hold a still snapshot to inspect.
FLIP V
Inverts the depth buffer's vertical axis, in case the device's row order is opposite to the spec's. Only touch this if the cloud looks upside-down.
STACK +
Append the current frame as a persistent layer (up to 8). Look around, stack a few, and you accumulate a fuller 3D capture of the room that you can then pick up.
Reading the depth diagnostics: the bottom two lines of the in-headset panel report what the device actually granted — e.g. depth cpu-optimized/luminance-alpha · cpu · mid 1.84m. mid is the live measured distance to whatever is straight ahead, so if it tracks as you walk about, real depth is flowing. An orange banner appears if depth was refused or no frames arrive, and nothing is drawn at all in that case — so a visible cloud is always real scene data.
On passthrough colour: Quest 3's browser does not expose passthrough camera pixels to WebXR — Meta's Passthrough Camera API is native/Unity only. So the point cloud is coloured from depth and surface geometry, not RGB, and real passthrough shows through behind it via alpha-blend compositing. Requires Depth Sensing (immersive-ar + depth-sensing), on by default in recent Quest Browser builds. On desktop this page runs a synthetic-depth preview so you can check the renderer: drag to orbit, scroll to scale.