I hope he knows that a lot of iOS users really appreciate his work, (I even convinced one hardcore Android user to get an iPhone just for this one app, it was that good).
For that, thank you Christian!
All the best to him on his future endeavors!
The new reddit, the not old.reddit, is hideous and offensive, and it's hard to believe they didn't acquire Apollo.
Good for me though, no more reddit.
Just like the article says: Within a second after putting on the headset you just know if things are proportioned right, or need some fine tuning. That's really valuable!
Also, when the house was actually (partially) built, it felt exactly like the simulations we knew pretty well by that point.
Coincidentally enough, author of the submission ended up calling their thing "Prospector"
> After some intense typing with a combination of Claude and Codex over the course of a morning I had something I was pretty happy with. I named it Prospector (can’t remember why) and I’ve been really happy with it.
I can't help but think that the author asked the LLM for suggestions on the name, and Prospector/Prospect was recommended as it was so similar to an existing thing, but I might be reading too much into it.
https://kmcheung12.github.io/climb-preview/w/a6ece004
I think 3D application is massively under utilised. There is whole family of interaction the textual web cannot provide
So when clients come in, and feels adventurous, we'll setup the headset, set the display height to their actual, and let them walk around their beautiful new home.
The response has been powerful. My clients are able to truly understand the scale, the proportion of rooms, ceiling heights, and the smallest details.
We're able to make real-time changes to the model (within reason) and provide instant design feedback.
I've been using this technology for years and I'm surprised it's not being adopted faster - good for us right now though!
For clients, I don't know any other way at this point. Showing a novice a 2D elevation does nothing for them. They will nod, make comments, and play along, but until you sketch a person into the drawing, they don't even understand that the front door is ten feet tall.
Though this is especially helpful for old homes where you have to sort of improvise ethernet wiring.
I normally just use it to consume 4k hdr media though.
It has not lived up to being a utility player device, but so far it is so good at media delivery that is sort of okay.
VR has lots of uses, but it takes someone outside the field who wouldn’t have given it a go otherwise to see another use and go “hey guys, you can do THIS too!”
> What am I missing?
So much.
> This is an absolutely standard feature of any VR headset that has ever been released in the history of VR headsets
The article is describing "room scale positioning". The first consumer available headset to offer this was released in 2016.
It may feel like it's been around forever if you're not familiar with the space except as a consoomer, but exploring a 3d space at room scale has only recently come into the realm of possibility for consumer grade headsets. For much of the 80s and 90s (and 00s), it was head tracking only. Real time positioning and moving around required positioning hardware that was a magnitude more expensive - and pretty much always had very specific space limitations. Sure, it existed to some degree, but it was such inexpensive addition that using an expensive and complicated treadmill was often considered the economical choice.
In fact, I don't think there was even a "professional" solution that offered room scale positioning before the vive. Previously, they all had specific limitations like a 4 x 4 foot area or were massive tech demos that existed in a quantity of one in a university basement somewhere, running a very tailored demo, and they certainly weren't feasible in the 90s.
> Make a 3D world, walk through it.
First of all, how do you map the room? Do you set up lighthouses? Low latency positioning? To do what is in the article, you need a large space and the ability to map into it. Only recently, has "inside out" tracking become feasible. Previous generations didn't have it, and it's almost a guaranteed requirement for any large scale deployment of VR - for example, exploring multiple rooms.
Second, how do you create the "3d world"? It may seem simple, but VR headsets require more than double the graphical computation, and that means that any geometry and graphics you inert of the world needs to be within the compute budget of the headset solution. The fact that the person in the article was able to just export a USDC directly out of fusion and have it render without hitting the compute budget limit is amazing and really speaks to the graphical power of the AVP.
Lastly, stitching, the 3-D solution and compositing, and the real world is a very difficult problem. Again, it may feel like we've had the technology, but really we haven't had the high speed camera solutions in small packages, and the compute power to process all of that in anything approaching a consumer solution. To do what AVP is doing with the USDZ files, composing them into the real world, and even applying lighting information, previously would have required a fleet of large and expensive machines. And that doesn't even include transparency and applying real-world attributes of lighting and reflection onto the USDZ file, a a task that's hard to parallelize.
No, while you could do this, the article specifically mentions controller support for moving around. But sure, inside out tracking is not available on all VR headsets.
> The fact that the person in the article was able to just export a USDC directly out of fusion and have it render without hitting the compute budget limit is amazing and really speaks to the graphical power of the AVP.
No offense but did you look at what they exported from Fusion? Or the video demo of what they built? The only things that are not blocky are the models downloaded from IKEA. Nothing about this is impressive - AVP can render much better. Even the Meta Quest 3 can render much better.
> Lastly, stitching, the 3-D solution and compositing, and the real world is a very difficult problem.
Yes, but this article makes use of none of it because they are not doing AR.
> In fact, I don't think there was even a "professional" solution that offered room scale positioning before the vive.
Yeah there was, you mounted some markers on your headset and attached the mocap camera on marker set.
Obviously as a consumer you needed to either use vive or oculus. (and wait for them to come out, but there were other HMDs around. but they were shit and expensive)
> VR headsets require more than double the graphical computation,
I mean yes, but rasterising two cameras isn't usually double the processing. You deffo need to be running at higher framerate all the time though. Otherwise you feel sick (ask me how I know...)
but real talk here, that demo isn't a graphics stress test. its low poly simple lighting and a skybox with a 2048x2048 texture on it. You could probably do that with a mobile phone arkit/core and those shitty little len boxes that came out in 2015.
> but really we haven't had the high speed camera solutions in small packages,
I mean thats not really true. LG made a phone with a 120fps camera in it in 2006. (my timing might be hazy, but its deffo been almost twenty years.) Also the other thing is the cameras don't run at that higher resolution, well not the RGB ones anyway. but thats irrelevant here, as they arent used in this sim.
Also, I don't think the slam on the AVP is running at 90hz, I think a lot of the work is done with sensor fusion, as its way cheaper, faster and accurate. (Again I never took apart the AVP, only oculus. but logically it makes sense as higher frame rates means less usable light, slam is also rather expensive to run.)
> And that doesn't even include transparency and applying real-world attributes of lighting and reflection onto the USDZ file, a a task that's hard to parallelize.
eh? There isn't real world lighting in this. there aren't even any pbfs its just flat textures and ambient lighting. USDZ isn't some magic new world format. its a reasonably nice scene description format.
Transparency is a first class primitive in 3d since for ever. You can even do transparent coloured particles (guess what Gaussian splats are...)
Im not sure what the polygon budget of the AVP is. but the quest 2 topped out at about 1million in unity. I expect the AVP has more, and fancier shader support too.
And the Vision Pro was far from the first to implement it. The most popular headsets in the world all use the tech, now. It's not 2016 anymore.
> The fact that the person in the article was able to just export a USDC directly [...] really speaks to the graphical power of the AVP.
Is this a parody? The chip is a laptop-grade APU tethered to a power bank, and you're bragging about pixel-shading a <1000 tri mesh? Your mind will be blown when you discover what the Nintendo Switch can do with 10w.
Just thought I’d raise this since it weirdly isn’t mentioned in the article.
I used a similar technique the last time I moved - scan the apartment using the iPhone, then I had a 3D model for measuring and planning out the space before/during the move. It’s a big help when planning out furniture etc.
And I scanned my old place before leaving so I can virtually step into it any time I want. iPhone via finder/preview handles showing 3D models in AR out of the box.
An effect of the heat wave, maybe.
Having experienced other AR/VR products I was interested to see how Apples general 'refinement' of this product area worked out.
I admit, I had low expectations; and probably for the best, because nothing could've prepared me for what I experienced.
Given this was a gen1 product, I was blown away by how seamless and 'complete' the experience was. There was a few obvious places for refinement like battery-life, weight and the screen. But the immersive experience was incredibly convincing, compelling and even relaxing. The price point clearly needs to come down, and I suspect the technology was a little ahead of its time. But I can see in 5-10 years after continuous iteration and improvement that this product will be something else.
[1] In the early 90's VRML was going to create a Snowcrash style metaverse of 3D places you could visit.
[1] https://www.autodesk.com/support/technical/article/caas/sfdc...
I'm really excited to see AR take off in use cases like this, given how useful it would be to give all our technicians e.g. a legacy Google Glass (not the Intelligent Eyewear thing) and direct them to a rack, overlay information about a failed component, and walk them through the repair SOP.
Often, the more effort you put into the tiniest details, textures, etc the larger the realism payoff.
I also found that immersion got better when the headset responded to the subtle head movements that we all make.
Mushroom or plant recognition training through navigatable and manipulable gaussian splatters of the speciments in their habitat
It's clear that it is the future. But there's still some steps between where Apple is at with it today, and where it needs to be in order to be a mainstream product. I would look and see if you can find one used either in the local market, or via a short trip if possible.
Exactly my opinion; I got mine on the first day it was available in 2024, yet I use it perhaps 1-2 times/month, to watch a movie.
While the new head strap was better than the original, it still wasn't all that comfortable to wear. Some things were super sharp, while other things always looked blurry. The window system still seemed buggy and I'd describe it as finicky. The battery doesn't last long enough to feel comfortable untethered, while it also gets in the way while being plugged into the wall. It also felt like a lot of work to actively look at what needed focus all the time. It still feels like it should be in beta, maybe even the lab. I'll be willing to try again down the road, but it's hard to tell how much attention Apple is really giving it, as we haven't seen all that much progress in the last couple years.
I only use it to watch movies, ALWAYS while lying down with my head on a pillow and my feet propped up on cushions. That way I'm able to position the device so as to distribute the weight evenly on my forehead/cheekbones. The revised strap enables the weight to be precisely distributed and altered as needed if it gets uncomfortable.
I would have been much more likely to get one when I was unmarried, but now with a family it greatly reduces my use cases since I don't watch content alone (except when doing the dishes, when I am largely focused on the real world task in front of me).
It’s also a terrible experience. Pixelated. Laggy. Can’t see where the keyboard is… it’s half baked.
I can work max one hour then I give up.
And I am not even talking about the badly taken product decisions for such a great headset but… how can they get devs onboarded for an app ecosystem for a device that can only be bought in a handful of countries?
Clearly Apple sold it and did their best so that it fails.
Instead, what will happen is that it will get gradually slimmer and lighter with each generation, a few hundred grams at a time.
The coolest use I've seen is a research at the University of Alberta (Canada) that aims to use the Vision Pro to alleviate nystagmus[1].
This is a disease on the muscles that control the eyes' direction. It causes the eyes to twitch involuntarily. They use the Visio Pro to "twitch" the image along with the eye, so the patient doesn't feel the jitter. It enables them to read, watch movies, etc.
Another cool one is to use them to substitute the visual field test machines in ophthalmology offices. These are machines that cost U$15 000.00 dollars.
I imagine at least the architectural stuff just happens now.
(I'd say it would be sweet to plant 2x as many trees as are cut! Especially if one has the expertise to pull that off in a meaningful way... lotta big companies ran into trouble trying to do similar in carbon credit scheme contexts.)
Also if the land's protected then you're right. In California, from Muir Woods to Big Sur, more segments would be countless mansions instead of redwoods w/o hard-fought battles & generous philanthropy. But not sure we're given enough data to sideeye Christian (post author and UX extraordinaire).
Humans destroy to create shelter; this can be done responsibly, meeting the Earth & Maslow's needs.