Remove 2011 Remove Data Remove Unity Remove Unreal
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Digital humans evolve

Life at the Feeding Edge

Way back in the dim and distant era of 2009 I was exploring a lot of tools to help me build virtual environments with avatars and characters that could be animated, typically in Unity. At the time I was exploring Evolver , which in the end was bought by Autodesk in 2011. Roisin from Reconfigure and Cont3xt in Unreal engine.

Unreal 52
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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. So you don’t know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So this was before Oculus.

AR 78
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article thumbnail

The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. So you don’t know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So this was before Oculus.

AR 78
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The IKEA of AR: Making Content Effortlessly, with EON Reality's Dan Lejerskar

XR for Business Podcast

But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. So you don't know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? First of all, we're getting data in.

AR 60
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12 Can’t Miss VR Talks You Have To See At GDC 2017

UploadVR Between Realities podcast

Learnings Of Early Access From ‘Raw Data’ When?: Survios came out swinging with the pre-release version of Raw Data and ended up with big success , so they’re definitely a team you should listen to if you’re considering this route for your VR game. Room 2011, West Hall. Liz Mercuri (Unity).

Unreal 100
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

And building those back-end tools, coding, setting up standards and everything, up to 2011. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. So going back to 3D and computer graphics, the thing is to be able to do this, we have to handle a lot of 3D data.

AR 78
article thumbnail

Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

And building those back-end tools, coding, setting up standards and everything, up to 2011. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. So going back to 3D and computer graphics, the thing is to be able to do this, we have to handle a lot of 3D data.

AR 78