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

XR for Business Podcast

Martin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. So it took like from 2007 to 2012. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: Okay.

AR 78
article thumbnail

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

XR for Business Podcast

Martin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. So it took like from 2007 to 2012. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: Okay.

AR 78
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article thumbnail

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

XR for Business Podcast

Martin: I started 13 years ago now in 2007, and I was hired to try to make use of computer graphics into a volume production, instead of just doing a few models or images a year or two, large volumes. So it took like from 2007 to 2012. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: Okay.

AR 60
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Exclusive: Here’s How Fantastic Contraption VR Devs Generated More Than $1 Million

UploadVR Between Realities podcast

During this process of development the Northways learned Unity, a game creation toolset that alongside competitor Unreal Engine has been early to support VR. In 2007, the original Fantastic Contraption was built for traditional screens with Adobe’s Flash tools.