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INNOVATION & R&D
PUSHING THE BOUNDARIES OF XR TECHNOLOGY

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RESEARCH AND
DEVELOPMENT

Our ongoing commitment to R&D and our extensive ties with the leading tech brands and academic institutions within the XR space ensures that not only are we up to date with the latest advances but that we are also at the forefront of developing them. This ensures that our clients are the first to benefit where relevant from new technology, workflows and techniques for all of their projects.

COLLABORATION TOOLS
AND PLATFORMS

 

Until a few  years ago, XR was largely a single user experience confined to applications that enabled people to interact and engage and we have now built solutions that enable much larger delegations of people to collaborate and engage in immersive environments simultaneously.

 

These solutions enable collaboration across multiple users, and multiplatform simultaneously as standard so whether a user is in VR, or AR, or desktop or mobile device crucially enabling participants to see each other regardless of device, dependant on the task at hand. To help manage these solutions we have built and delivered CMS applications so Training and Learning teams can manage their libraires of content through an intuitive front end Universal Menu system, that can be tailored to any class, core subject or collection of modules.

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VISUALISATION AND
GRAPHICS
ARCHITECTURE

Delivering quality graphics running at an optimal speed requires a blend of 3D asset optimisation, material, and shader creation to offer the realism the world needs to convince us that what we see is realistic with lighting and shadows to light the world.

 

In only the past few years the GPU chip set capabilities have jumped hugely to offer more dynamic lighting and workflow potential and to offer an ever increasingly photoreal finish for VR applications. This is further enhanced by advances in applications such as Unreal and Unity offering an unparallel LOD and ability to work with 3D assets that are closer to the original source data without the need to heavily optimise data sets. We have worked with Unreal Engine and Nanite to process environments captured using Reality Capture that can recreate real world’s locations in near millimetre accuracy for inspection and training tools for geologists to observe the fine grains and colourisation of rocks faces over vast areas. We are at an exciting time where we can push the boundaries of visualisation through the combination of Engine, GPU, and Data, shaders to build ever immersive environments that are more believable.

CONSUMPTION
AND SCALABILITY

 Since 2015 XR peripherals such as HMD’s were designed around a tethered connection to a laptop or Desktop PC, early AR SDK’s were also built around devices such as IOS, and Android devices, neither of these platforms back then were built with XR in mind.

 

Today High-quality graphics running on the entry level range of Nvidia RTX architecture offers content creators and trainers the ability to build content that can be consumed offering a step change in superior graphics. This presents a challenge where the rendering of content differs between HMDs connected to XR enabled devices, versus those HMD’s with onboard processors. This is important in training where the quality needs to be consistent across devices.

 

Solutions such as cloud streaming present an opportunity to overcome these barriers around consistency by delivering high quality rendering for training that can be consumed on any device, which delivers the same standard of rendering regardless of platform. Technologies like Streaming also mean that AIO (all in one) HMD’s will in time reduce in cost as manufacturers of AIO HMD’s will not need to build out the onboard processors, as these AIO devices become screens to consume streamed content, just like a Smart TV consumes Films. This also has a positive financial impact on content creation as it only needs to be built once and scaled across any device.

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DATA INTEGRATION
AND ANALYTICS

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Heart rate, Gaze focus, stress levels of users performing tasks in critical environments. These are all data feeds we can capture from inside a VR experience leveraging our relationships with OEMs to road-test technologies. Our R&D team is also pioneering bespoke development to combine different technologies together through customer API’s and development to build new solutions for remote support and biometrics of users in training environments undertaking tasks.

 

Today we are building out solutions that factor in and take advantage of all these advancements and technologies through our Eco-System of partners and inhouse development teams to take advantage of these innovations to support XR.

 

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WHY RENDER?

A different approach, to Immersive technologies for Industry

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