Excited to share that I'm joining Apple to work on Immersive Analytics!
Big thank you to everyone who's been engaging with my Vision Pro experiments. I'm really grateful to have the opportunity to keep pushing in this direction career-wise 🙏
RealityKit experiment #86
(code in the replies)
Here's a simple PSVR2 Sense Controller example that handles the inputs, tracks the aim anchor, and triggers haptics
RealityKit experiment #85
(code in the replies)
I made one more update to my Logitech Muse example to preserve the anchor orientation when spawning the model. Switched to cubes to demonstrate and added a little axis indicator at the aim
RealityKit experiment #84
(code in the replies)
Here's an update to my Logitech Muse example that handles the pressure values for the tip and secondary button
RealityKit experiment #83
(code in the replies)
This example turns the Logitech Muse into a virtual laser pen for point-to-point measurements. The surface intersection point is determined by raycasting along the stylus' aim-origin vector against the scene reconstruction meshes
RealityKit experiment #82
(code in the replies)
Here’s a simple Logitech Muse example that tracks the aim, handles the action buttons, and triggers haptics
RealityKit experiment #81
(code in the replies)
I found a scan of a human skeleton and wanted to try to visualize it in RealityKit. The PLY file had millions of triangles, so I had to decimate the mesh. It ended up being really satisfying to see the wireframe at different LODs
Thanks Clem! I would love to see that Gaussian Splat example
RealityKit experiment #80
(gist in the replies)
LowLevelMesh “Falling Sand” dissolution and reassemble effect created with SDF shapes and Marching Cubes. A Metal compute shader uses a spatial sweep to "release" triangles that rigidly start to fall
RealityKit experiment #79
(code in the replies)
Animating 3D text by converting the output of MeshResource(extruding:) to a LowLevelMesh and applying a Metal compute shader
The MeshResource was interesting to unpack since it had multiple models/parts plus instance transforms
Thank you! 🙏
RealityKit experiment #78
(gist in the replies)
LowLevelMesh explode-and-assemble animation created by meshing an SDF using Marching Cubes and rigidly pushing it’s triangles outward
RealityKit experiment #77
(gist in the replies)
Color-blending metaballs created from animated sphere SDFs via Marching Cubes. LowLevelMesh vertices store per-vertex color in the Geometry Color vertex attribute, read by ShaderGraphMaterial
Ahhh, well I love that description 😆
Is it the room?
RealityKit experiment #76
(gist in the replies)
LowLevelMesh blob from meshing the smooth-min of animated sphere SDFs with marching cubes. Glassy ShaderGraphMaterial is based on Apple's "Implementing adjustable material" sample
Haha exactly 😆
RealityKit experiment #75
(gist in the replies)
LowLevelMesh shape shifting by interpolating between two signed distance fields and meshing with marching cubes