O|AR Term

Occlusion

Also known as:Real-world occlusion

Occlusion occurs when one object blocks another from view. In AR, it determines whether digital content appears in front of or behind physical objects.

Why the order matters

Imagine a virtual bird moving behind a real sculpture. If the whole bird remains visible on top of the sculpture, the illusion breaks. Occlusion lets the appropriate part of the digital object disappear behind what should block it.

See the concept in motion

The sphere follows the same path in both views. On the right, the foreground column hides it as it passes behind. This conceptual comparison illustrates depth-based visibility; it is not a demonstration of Painta occlusion support.
An opaque image, the same subject over an editor checkerboard, and the subject over an artwork.
The checkerboard indicates transparency in an editor; it should not be part of the exported image.

Open diagram at full size

How a system can decide what to hide

An experience may use depth information, a reconstructed surface or a deliberately prepared masking object. These methods have different requirements. Not every viewer understands the room well enough to hide virtual content behind arbitrary physical objects.

Occlusion is not transparency

An alpha channel describes how transparent the digital content itself is. Occlusion describes what blocks it. A transparent animation can still have incorrect depth ordering against the real world.

An art-direction decision

For an artwork, choose whether digital elements should appear to sit on the surface, float in front or pass behind something. Check that the chosen viewer can produce that specific relationship. The entry explains an AR concept, not a guarantee of automatic scene occlusion in every Painta mode.

Related concepts and further reading

Explore related 3D and spatial concepts