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AR, VR & Web

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Real-time 3D on headsets, phones and browsers.

  • 01Delivering 3D on the webDownload size is the constraint nobody has on desktop. What that changes about every asset decision.
  • 02Preparing models for ARReal-world scale, two ecosystems, and lighting you do not control.
  • 03VR performance: why the budget halves twiceTwo eyes, high frame rates, and a hard comfort requirement. The strictest real-time target there is.
  • 04Building a 3D viewer for the webWhat a product viewer actually needs beyond loading a mesh, and the decisions that make it feel good.
  • 053D for product pagesWhat a 3D product view has to get right to be worth its download, and where generated models fit.
  • 063D for visualisation and digital twinsWhere the model represents something real, accuracy stops being an aesthetic question.
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