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  • For working in transparent AR, especially with head-mounted devices like HoloLens, an intuitive UI is essential. This UI must differentiate itself from the 3D GUIs designed for VR. At present, many resort to a combination of Unity and MRTK. Yet, using a large monolithic closed 3D engine and extensions that aren’t very standard from a…

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  • Gaussian splats are emerging as a notable field in computer graphics. In this exploration of adapting Gaussian splat solutions for AR viewing on the MS HoloLens 2, I relied heavily on the Quaternar middleware to bring my vision to fruition. Starting with the open-source SIBR_Viewer, I faced challenges because of its anaglyph stereo base. But…

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