Who this is for
- Product teams building spatial interfaces
- Operations teams exploring remote visual inspection
- Training teams evaluating AR/VR workflows
Workflows
- Scene capture and viewer prototyping
- Interactive spatial walkthroughs
- Object-linked information overlays
- Device-specific AR/VR applications
What we need
- Target devices and runtime
- Scene assets and rights to use them
- User tasks and accessibility needs
- Tracking, network and privacy constraints
What you receive
Device-specific prototype and compatibility report
Scene ingestion and interaction implementation
Tracking-loss and performance evaluation
Deployment and asset-update instructions
Acceptance and handover
Test loading, sustained frame time, input methods and tracking recovery on the named devices. Agree asset size limits and offline behaviour. Deliver the supported-device list and known blind spots; browser and headset parity is not assumed.
Integration and deployment
Agree scene formats, coordinate units and asset rights. Connect annotations to original images or records rather than treating a rendered scene as ground truth.
Validate the named browser or headset runtime, input methods and resource limits. Test scene loading and provide a non-immersive fallback when appropriate.
Security and human review
Test tracking loss and alignment errors with representative users. Measurement and high-impact decisions require independent verification beyond visual realism.
Boundaries
A visual reconstruction is not a certified measurement
Runtime and input support vary by device
Tracking loss needs an explicit fallback
High-impact decisions require independent verification