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Nextech AR launches conversion solution for turning 3D CAD designs into CGI-ready 3D meshes for use in AR applications

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In Augmented Reality News 

September 15, 2021 – Nextech AR Solutions Corp, a provider of augmented reality (AR) experience technologies and services, has announced that it has launched its new CAD to POLY conversion solution for automatically turning 3D CAD designs into CGI-ready optimized 3D meshes that are suitable for 3D and AR applications.

Commenting on the technology, Nextech’s CEO, Evan Gappelberg, said: “Most modern products that have ever been built have been manufactured from reference CAD models. Think of it, that’s billions of products worldwide, and Nextech has invented an easy way to turn them into 3D models. Instead of using 2D images to create 3D models, we now have the ability to go straight to the source, where the products are actually designed by engineers (CAD files) and render these into perfect 3D models, at scale. Our new CAD to POLY solution is backed by technology that will prove to be the holy grail of scaling 3D content.”

Currently, CAD (short for ‘computer aided design’) is a function of product engineering. Industrial designers, working for product manufacturers, use CAD software (e.g., AutoCAD, SolidWorks, etc.) to design many of the products in the modern world. To use these CAD files for commerce purposes, it requires the CAD file to be converted into a 3D model that is a digital replica of the physical product.

Solids in CAD have to be converted (tessellated) to turn into surfaces that are useful for 3D CGI.

POLY on the other hand, refers to a file format (PLY) used to store three-dimensional data from polygonal modeling, which is an approach for modeling objects by representing or approximating their surfaces using polygon meshes.

To learn more about CAD to POLY conversion, you can view Nextech’s blog post on the subject.

Commenting on some of the issues associated with exporting meshes natively from CAD data, Nima Sarshar, CTO of Nextech AR, said: “Nextech has solved all these problems by rethinking the process of converting CAD files into 3D meshes from the ground up. Rather than relying on native CAD conversion, we have created a CAD conversion technology from scratch, creating new techniques rooted in computational geometry, computer vision and physics. When given a CAD file, we can now create fully textured, lightweight 3D models at scale. which can be used for real-time AR and 3D viewing.”

3D mesh models

As a result, the company has also filed a provisional patent covering the conversion of CAD files into 3D models, which it states will provide capabilities such as improved scalability associated with 3D models for e-commerce, plus the creation of photo realistic, fully textured 3D models from raw CAD models and reference images.

Nextech stated that it is now incorporating the technology into its services and that the managed solution is readily offered and available, with some of Nextech’s customers already using the service. Furthermore, Nextech believes the technology will provide the company with a first mover advantage in the CAD market, which will ultimately help to expand its augmented reality business beyond e-commerce. Nextech added that it believes SaaS as a critical component to the advancement of all its augmented reality solutions. The company’s CAD to POLY solution will therefore be offered as SaaS in 2022.

For more information on Nextech AR and its augmented reality solutions, please visit the company’s website.

Image credit: Nextech AR Solutions

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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Source: https://www.auganix.org/nextech-ar-launches-conversion-solution-for-turning-3d-cad-designs-into-cgi-ready-3d-meshes-for-use-in-ar-applications/

AR/VR

Build Your Own Spacefolk City on Oculus Quest This Week

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Indie developer Moon Mode in conjunction with publisher Beyond Frames revealed colourful city builder Spacefolk City back in August for Oculus Quest and PC VR headsets. This week, It has been confirmed that Spacefolk City will see an initial for Oculus Quest this Thursday, with the Steam release to follow at a later date.

Spacefolk City

The single-player title is set to offer a quirky take on the traditional city building experience. Taking place entirely in space, you’ll have the freedom to construct your floating city however you wish, creating some unusual urban layouts in the process. As you’re not limited to a flat surface, you can build up or down as you see fit, just making sure everything’s connected so that inhabitants can navigate your undulating cityscape.

Like any city builder, you’ll need to encourage new residents whilst ensuring their interests and requirements are met. From building them houses to useful establishments to frequent, as you can see from the screenshot there’s a definite food theme to some of the aesthetics. This is key to making inhabitants happy, as their body type indicates their interests. A happy community means they’ll be productive and efficient, helping you further build out the growing metropolis.

Alongside all the core buildings, you’ll also be able to decorate your space city to give it that homely feel. Drop in some lighting, foliage and more, making the whole place vibrant and alive. To help keep that motivation pumping, Spacefolk City will feature a funky soundtrack of more than 20 songs influenced by late-70s electro-disco and early-80s electro-pop.

Spacefolk City

Spacefolk City even has its own backstory with Moon Mode’s synopsis explaining: “The Spacefolk are in trouble! Their sun is going supernova, and they need your help to build up their city and find a way to escape the impending solar disaster!”

Moon Mode has confirmed that Spacefolk City’s Oculus Quest launch will take place on 21st October, retailing for $24.99 USD. A Steam page currently lists the PC VR release for November. For continued updates, keep reading VRFocus.

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Source: https://www.vrfocus.com/2021/10/build-your-own-spacefolk-city-on-oculus-quest-this-week/

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The 20 Best Rated & Most Popular Quest Games & Apps – October 2021

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While Oculus doesn’t offer much publicly in the way of understanding how well individual apps are performing across its VR storefronts, it’s possible to glean some insight by looking at apps relative to each other. Here’s a snapshot of the top 20 Oculus Quest games and apps as of October 2021.

Some quick qualifications before we get to the data:

  • Paid and free apps are separated
  • Only apps with more than 100 reviews are represented
  • App Lab apps are not represented
  • Rounded ratings may appear to show ‘ties’ in ratings for some applications, but the ranked order remains correct

Best Rated Paid Oculus Quest Apps

The rating of each application is an aggregate of user reviews and a useful way to understand the general reception of each title by customers.

Rank Name Rating (# of ratings) Rank Change Price
#1 Puzzling Places 4.93 (515) $15
#2 The Room VR: A Dark Matter 4.89 (8,024) $30
#3 I Expect You To Die 2 4.88 (1,070) $25
#4 Walkabout Mini Golf 4.86 (3,760) $15
#5 Swarm 4.82 (1,237) $25
#6 Moss 4.82 (4,987) $30
#7 YUKI 4.81 (144) $20
#8 Cubism 4.81 (477) ↑ 1 $10
#9 I Expect You To Die 4.81 (3,844) ↓ 1 $25
#10 The Thrill of the Fight 4.79 (6,241) $10
#11 Pistol Whip 4.77 (7,424) ↑ 1 $30
#12 GORN 4.77 (5,115) ↓ 1 $20
#13 Five Nights at Freddy’s: Help Wanted 4.77 (6,260) $30
#14 ALTDEUS: Beyond Chronos 4.76 (908) $40
#15 In Death: Unchained 4.74 (3,044) $30
#16 Trover Saves the Universe 4.74 (1,757) $30
#17 Yupitergrad 4.73 (406) $15
#18 Racket: Nx 4.72 (1,543) $20
#19 SUPERHOT VR 4.72 (13,708) $25
#20 Job Simulator 4.72 (8,188) $20

Rank change & stats compared to September 2021

Dropouts:
None

  • Among the 20 best rated Quest apps
    • Average rating (mean): 4.8 out of 5 (±0)
    • Average price (mean): $23 (±$0)
    • Most common price (mode): $30 (±$0)
  • Among all paid Quest apps
    • Average rating (mean): 4.3 out of 5 (±0)
    • Average price (mean): $19 (±0)
    • Most common price (mode): $20 (±$0)

Continue on Page 2: Most Popular Paid Oculus Quest Apps »

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Source: https://www.roadtovr.com/best-oculus-quest-games-app-rated-october-2021/

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Sony Reveals Top 5 Most Played PSVR Games Ever

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It’s been five years since Sony released PlayStation VR on PS4 consoles, and to commemorate the anniversary its creators have released the top five most-played PSVR games to date.

Unlike its monthly top-download list, Sony has stacked up all of its 500+ games on the store and ranked them according to playtime hours, showing us just where most people have been spending their time on the now five year-old headset.

Here’s the global list, although you’ll also find regional breakdowns below:

Most-Played PSVR Games (Global)

  • Rec Room (2017)
  • Beat Saber (2018)
  • PlayStation VR Worlds (2016)
  • The Elder Scrolls V: Skyrim VR (2017)
  • Resident Evil 7 biohazard (2017)

Unsurprisingly at the top of the global list is Rec Room, which launched on PSVR back in late 2017. The social VR platform is free, and includes a host of mini-games which rival some of the bespoke paid content on the store.

The cross-platform game is also constantly evolving thanks to the inclusion of user-generated content, new first-party content like the Mario Kart-style Rec Rally mini-game all of which shares common usership across desktop, PCVR, console (Xbox and PS), and mobile devices running Android and iOS.

Rec Room seems to have done well across Europe and North America, although it didn’t make the list in Japan. Here’s the regional breakdowns.

  • Europe: Rec Room, PlayStation VR Worlds, Beat Saber, The Elder Scrolls: Skyrim VR, Resident Evil 7 biohazard
  • North America: Rec Room, Beat Saber, The Elder Scrolls V: Skyrim VR, Job Simulator, Firewall: Zero Hour
  • Japan: Resident Evil 7 biohazard, The Elder Scrolls V: Skyrim VR, PlayStation VR Worlds, Beat Saber, Gran Turismo Sport

There’s still no word on when the next PlayStation VR headset is coming; Sony has said previously the headset won’t launch until ‘sometime after 2021’. Maybe there’s a barn-burner sale coming this Holiday Season to help wipe out stock before the company makes a commitment to show off the new hardware?

Although just a rumor at this point, the next-gen hardware is reportedly packing some pretty impressive specs like eye-tracking, inside-out positional tracking, and resolutions reported to be 2,000 × 2,040 pixels per-eye. Bear in mind that none of that’s substantiated, so we’ll just have to wait and see when Sony decides the time is right.

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Source: https://www.roadtovr.com/psvr-most-played-games-2021/

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AR/VR

Can Snap Mainstream AR Marketing?

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AR Insider

Immersive ad formats like AR continue to hold promise, though they’re mostly still in early adopter phases among brand marketers. We’re talking about ad formats that utilize the camera (Gen-Z friendly) to offer 3D interactivity, such as virtually trying on shoes or shades of lipstick.

This includes social lenses (the most popular format to date) and visual search. For the latter, Google is pioneering a “search what you see” use case to point your phone at objects to contextualize or shop for them. And as we examined earlier this week, Pinterest isn’t far behind.

But the king of consumer AR is Snap. Not only has it popularized AR lenses by having them piggyback on media/selfie sharing, but it’s monetized that traction. In fact, Snap explicitly attributes AR lenses as its growth engine during the past few years of ad revenue acceleration.

It turns out that the same qualities that make lenses viral also create favorable performance in their sponsored instances. Products shown in greater visual dimension have higher conversion rates and lower eCommerce returns on average than non-immersive benchmarks.

To double down on all of these principles, Snap recently launched the AR Lab with ad agency giant WPP. The program will set advertisers on the right foot with onboarding tools, educational materials and development resources. This will ease those first adoptive steps for brands.

Breaking it down further, the AR Lab offers custom strategy guides with best practices for successful AR lens campaigns (think: how to convert lens interactions to eCommerce purchases). It also offers optimization scorecards to track campaign effectiveness in real-time.

Lastly, the AR Lab will establish an AR certification program that aims to enroll 1,000 WPP employees this year. This could accelerate brand adoption as their agency representatives will be equipped to translate their campaign goals to the benefits and best practices of AR lenses.

Stepping back, the idea is generally to continue growing lenses past the early-adopter brands noted earlier. The beauty of lenses for Snap isn’t just growth so far….but the market headroom still to come. Most advertisers haven’t yet experienced the benefits of these immersive formats.

Why is that? Some advertisers aren’t convinced, some need more education, and others are simply stuck in their ways….as it often goes with the habit-bound Madison Avenue. So the AR Lab is Snap’s way of reaching these uninitiated and unconverted brands. And WPP is its bridge.

So if Snapchat is building a bridge to a larger market of lens advertisers, who are those companies specifically? Current AR marketers span verticals but skew towards fashion and entertainment. They include hip and tech-forward brands like Gucci, Nike and Sony Pictures.

So if there’s growth to be had in AR advertising it could come from going deeper in these verticals as well as reaching new verticals. The latter could include AR-conducive product categories like food and travel. And it could involve moving down market to small businesses.

AR’s ability to create favorable brand engagement is also evident in hard goods, given the ability to visualize products remotely before buying. This makes AR primed for retail and eCommerce, especially in the Covid era when additional product dimension is valued.

But there’s a value chain that still needs to be developed in order for adoption friction to recede among brands. For example, making one’s products render properly in AR requires 3D digital assets — either existing CAD designs or 3D scans that need to be made.

These processes continue to get democratized by companies like CG Trader and VNTANA, which will chip away at the adoption inertia seen in the brand advertising world. Tech giants like Snap will likewise accelerate this process as they continue to double down on AR.

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Source: https://arvrjourney.com/can-snap-mainstream-ar-marketing-dde16e862041?source=rss—-d01820283d6d—4

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