This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: That story has been told a few times.
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. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: That story has been told a few times.
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. And then the Apple guys came with a brilliant ARKit, and it worked beautifully. Martin: That story has been told a few times.
My– So, Sketchfab is built on top of WebGL, which is the first web-based framework to display 3D graphics in the browser and WebGL was initiated by Mozilla back in 2011. Alban: Cedric started in 2011, I met him early 2012, and we officially launched in March 2012. I guess it would be still Unity, for now. Seven years.
My-- So, Sketchfab is built on top of WebGL, which is the first web-based framework to display 3D graphics in the browser and WebGL was initiated by Mozilla back in 2011. Alban: Cedric started in 2011, I met him early 2012, and we officially launched in March 2012. We were launching partners of Apple for USDZ and we're working on it.
My– So, Sketchfab is built on top of WebGL, which is the first web-based framework to display 3D graphics in the browser and WebGL was initiated by Mozilla back in 2011. Alban: Cedric started in 2011, I met him early 2012, and we officially launched in March 2012. I guess it would be still Unity, for now. Seven years.
We organize all of the trending information in your field so you don't have to. Join 3,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content