To scale or not to scale? When it comes to augmented reality, the right camera alignment and scale are absolutely essential to bridging the gap between real and virtual worlds. And as developers are already experimenting with image passthrough and hybrid reality resources like Image Hands, this is more important than ever. Based on our […]
// augmented reality
Hi everyone,
I’d like to take a moment to talk about a series of developments we’ve been working on specifically for virtual reality. The first set involves our existing peripheral device and new things developers can do with it starting today, while the second is a look at some of our next-generation hardware and software efforts that we’re currently building from the ground up for this exciting and emerging space.
Experimental headsets are changing how we see the world, either by creating the virtual worlds of our imaginations or adding ghostly layers on top of the real world. At the LEAP.AXLR8R, GetVu’s vision lies between these two extremes – an augmented reality platform where 3D models appear to exist in real space, amongst real objects.
Imagine a fully interactive augmented reality – an extra layer on top of our world that we can see, grab, and control. At the LEAP.AXLR8R, GetVu is exploring the boundaries of augmented reality with a platform that combines computer vision with human vision in a wearable device. With Leap Motion interaction, they envision a future […]
Hello again! I’m Bastien Bourineau, project manager and lead developer at OpenSpace3D, and I’m back to introduce the new OpenSpace3D release with improved Leap Motion support – including how we got around the perennial indexing issue. Last time, we saw how you can easily build 3D interactive environments using our free, open-source platform – designed with […]
Hi, I’m Bastien Bourineau, project manager and lead developer at OpenSpace3D. For years, we’ve developed OpenSpace3D with the goal to democratize real-time 3D applications and provide a tool for all creative minds, not just developers.