Hololens and Fologram limitations means that you may have to adapt your geometry for use in this workflow.
A rough benchmark is 1 million polygons for an acceptable augmented reality experience at 45 frames a second, note that sensitivity to framerates, delay and lag may vary widely between different people.
You can read more about Fologram's own benchmark here:
Here are some more in-depth approaches for this process.
Managing Polygon Count
Left: Original mesh model. Right: Reduced mesh model. Model Credit: NEWPALMRYA
Cleaning Topology (Photogrammetry etc.)
If your 3D model is generated from elsewhere and is not suitable for reduction, you may attempt to retopologise your model so that it is easier to work with. Most 3D software has the ability to retopologise but we recommend InstantMeshes for control:
If you have the high-poly model, you can then bake textures, refer to section below on fidelity and Texture Baking
Rendering Fidelity
Fologram is limited to basic material controls and lighting interactions.
Texture Baking
For higher quality material finishes, you can attempt to bake these lighting qualities into the texture itself.
This is a common process for optimising 3D real-time content, please find more information here:
Fologram will automatically reduce texture sizes that are too large, if you have a large texture covering a large piece of geometry, it is recommended that you split the model into several pieces and adjust the textures to suit.
Examples
Example of baked texture maps for diffuse, global illumination, ambient occlusion and shadows:
Overall composition
Corresponding site texture with shadows of the house and trees baked in.
Corresponding house texture with shadows, diffuse colour reflected from the grass around it and shadows.