I wrote a [previous blog post](http://peted.azurewebsites.net/hololensoptimising-with-simplygon/) about Simplygon a few years ago and the idea of optimising 3D meshes to enable running on a low powered device such as a HoloLens or mobile phone has cropped up on a number of occasions since. The content in the more recent projects have the additional requirement of being loaded into an app dynamically when requested by the app user
Category: 3D
Blender in Azure
WebVR + HoloLens
Microsoft Edge has support for WebVR as you can see here https://caniuse.com/#search=webvr The support across the main browsers looks like this at the time of writing but what is not captured here is that in order to use WebVR on…
glTF & DirectX final part
Following the initial intro post see http://peted.azurewebsites.net/gltf-directx/ I have written a few follow-up posts to highlight some of my learnings from writing this sample. This one is the final post and contains topics I thought were interesting but didn’t warrant…
glTF & DirectX part3 – architecture
Following the initial intro post see http://peted.azurewebsites.net/gltf-directx/ I’m going to write a few follow up posts to highlight some of my learnings from writing this sample. This one is on the design of the code sample. All of the code…
glTF + DirectX part 2
Following the initial intro post see http://peted.azurewebsites.net/gltf-directx/ I’m going to write a few follow up posts to highlight some of my learnings from writing this sample glTF glTF has been designed with some fundamental principles in mind; Physically-based rendering Often…
glTF & DirectX
3D File Formats As we begin to witness the ascent of mixed reality into the next generation primary human-computer interaction environment it’s not entirely unreasonable to wonder how the existing infrastructure for 3D graphics would bear the load of ubiquitous…
GLB reading and writing
Just a quick post as I am looking at a useful Nuget package Microsoft.GLTF.cpp and wanted to note down my quick experiment with it. For an unrelated project I wrote a c++ parser for the GLB format (binary version of…
Holograms Catalogue–Loading Models
The 3D industry has been lacking a ubiquitous, standard file format for scene description. Many years ago I worked on a project involving creating camera motion paths to drive motion control rigs like this one below: I worked with a…
HoloLens End-to-End in Unity
In preparation for my session, HoloLens: The Path to Mixed Reality at Future Decoded UK 2016 (the first official HoloLens developer session in the UK) I put together a demo to illustrate a basic 3D model content creation pipeline and…