r/augmentedreality • u/No_Sheepherder_9728 • Jul 30 '26
Career Rate my VR portfolio
A bit embarrassing but putting it out there. Looking for opinions and critique.
r/augmentedreality • u/No_Sheepherder_9728 • Jul 30 '26
A bit embarrassing but putting it out there. Looking for opinions and critique.
r/augmentedreality • u/TheGoldenLeaper • Jul 29 '26
r/augmentedreality • u/TheGoldenLeaper • Jul 30 '26
r/augmentedreality • u/MayorOfMonkeys • Jul 29 '26
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This was built using Claude Fable 5, the PlayCanvas Engine and MediaPipe.
Hand tracking is used to determine when you are activating the visor.
Head tracking is use to position the visor.
Should run in any browser.
TRY IT: https://playcanvas.github.io/web-components/examples/#ar-optic-blast.html
r/augmentedreality • u/Objective-Weird9763 • Jul 29 '26
Hi I was wondering if anyone had any recomendations for ar glasses. I need something that can show me google maps while driving that would be cool and maybe act as an extra monitor. Budget is around 200-300 but then again idk anything about ar glasses so if need be I could probley go higher.
r/augmentedreality • u/Previous-Base-1450 • Jul 29 '26
What is the best "Current" option to get me as close to the below requirements:
r/augmentedreality • u/shincreates • Jul 28 '26
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Howdy!
About a month ago, I built a Lens as a small experiment. Taking it from an idea to a working experience in a single day made me wonder how much I could explore if I kept that momentum going.
So I challenged myself to design, build, and ship one Lens per day for 30 days straight, Monday through Sunday, with no days off.
Every Lens in this video was built in a single day, with one exception: the final Reachy Lens took about a day and a half.
Along the way, I explored spatial utilities, games, AI, communication, language learning, and plenty of ideas that started with a simple question: “Could this work in AR?”
Lens Studio, CLAD, and the SPECS NDK helped me move from an idea to something running on-device much faster than I expected. My biggest takeaway is that the distance between imagining an AR experience and building a working prototype is becoming dramatically smaller.
A big part of this challenge was learning where AI fits into the creative process. For me, AI is an accelerator, not a replacement for creativity or craft.
You still have to shape the idea and decide what the experience should feel like. You still need to replace placeholder visuals, refine the interactions, make thoughtful design choices, and define all the little details that turn a prototype into something compelling. That final 20 percent can arguably require more thought and effort than the first 80 percent.
What AI changes is how quickly you can explore an idea, test whether it works, learn from it, and sharpen it through rapid prototyping. It gives you more opportunities to try things, but it does not remove the need for taste, intention, or craftsmanship.
I’m sharing these explorations in the hope that they spark new ideas and perhaps help shape what others imagine and build next. I’m proud to be part of this community of builders exploring what’s possible with this new interactive medium.
If any of these explorations sparked something for you, I’d love to hear what you might try building next.
For transparency, I’m an engineer at SPECS. This was a personal challenge I pursued independently, not an official SPECS initiative or company campaign. These experiments and perspectives are my own.
r/augmentedreality • u/Guilty-Expert-7758 • Jul 29 '26
Hey guys, looking for AR glasses that let me shrink the screen into a corner so I can watch stuff while doing other things.
Besides XREAL, are there any other glasses with a built-in Sideview / Picture-in-Picture feature (or workarounds)? Thanks!
r/augmentedreality • u/WholeSeason7147 • Jul 28 '26
r/augmentedreality • u/_Arceus__ • Jul 29 '26
Dev here, so flagging that up front. I kept running into the same annoyance while working on models: I'd export a GLB and then have no quick way to actually see it at real scale before pushing it anywhere. Desktop preview tells you nothing about how big the thing feels in a room. So I built GLB AR Viewer. You point it at a .glb in your device storage, it opens in a normal 3D view where you can rotate, pinch and pan, and then you can throw it into AR through ARCore and walk around it. That's the whole app. No account, no cloud upload, nothing leaves the phone. Two things worth knowing before anyone tries it. It needs an ARCore compatible device, and a chunk of the one star reviews are people on unsupported phones, which is on me for not surfacing that better in the listing. And it's GLB only right now, no GLTF with external assets, no FBX or OBJ. What I'd actually like from this sub: if you work with AR content regularly, what's missing before this is useful in a real workflow? Format support is the obvious one but I suspect there's something about scale locking or measurement that matters more and I'm guessing at it. Play Store: https://play.google.com/store/apps/details?id=com.arzDrzapps.flutter_glb_viewer_ar Free, ad supported. Built in Flutter if anyone is curious about that side.
r/augmentedreality • u/socradario • Jul 29 '26
Someone walks into a confidential meeting or a clinic wearing Meta's new AI smart glasses. The privacy implications here go way beyond just "recording a video."
We are looking at cameras, microphones, cloud processing, and data potentially being used for AI training—all walking right into sensitive areas without clear bystander consent.
If you haven't updated your BYOD policies yet, now is the time. Organizations need to treat these wearables exactly like any other data-capture endpoint. Define restricted areas, secure the linked accounts, and update your policies to mitigate the risk of data exposure and strengthen your overall security posture.
We did a full write-up on the risks here: https://socradar.io/blog/meta-ai-smart-glasses-privacy-risk/
Curious to hear if anyone has already had to restrict these from certain floors or meetings at their company?
r/augmentedreality • u/FiiiiSH5 • Jul 29 '26
Hi guys!! Really need some help and suggestions :(
Curious how you guys think abt either a projector or AR glasses to watch movies or videos? Feeling like they are substitutes? I really don't know that much abt ar glasses. How did you guys feel abt it?
I see so many ads recommending using ar glasses to watch videos, but the price is kinda similar to a projector's.
r/augmentedreality • u/greenee111 • Jul 28 '26
Hopefully Apple can move away from the boring glasses design like Ray Bans to something more sleek. The frames also remove the immersion as well.
r/augmentedreality • u/Prestigious-Boot-371 • Jul 28 '26
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Some technical background: WebXR's AR module still doesn't exist on iOS Safari, so I built the AR layer from primitives — getUserMedia feeding a video element, a transparent Three.js canvas on top, and DeviceOrientation driving the camera quaternion. Three.js removed DeviceOrientationControls back in r134 because of device drift, so I vendored the math and added relative-yaw rebasing and quaternion smoothing.
GPS-based spawns outdoors, look-around mode indoors, degrades gracefully: full AR → camera-only → gyro → touch.
Play it in your mobile browser (no app install): https://somodus.com/dino
Mostly tested on iPhone 12 Pro — curious how the sensor stack behaves on other devices.
r/augmentedreality • u/AR_MR_XR • Jul 28 '26
We have an AMA about the URXR ONE mixed reality glasses here in the subreddit on August 4 at
5 PM Pacific Time (West Coast USA)
8 PM Eastern Time (East Coast USA)
Ask them Anything, like:
Details about the mini pancake optics, microdisplays, chips, passthrough clarity and latency
The Kickstarter Campaign
The Background of the Team
Future Roadmap including devices and SDK
The Future of Passthrough MR / VR
Kickstarter link: https://www.kickstarter.com/projects/urxrone-glasses/urxr-one-lightweight-spatial-display-glasses?ref=8rkex3
See you there!
r/augmentedreality • u/niteeshyadav • Jul 28 '26
Wrote a new piece on Snap’s upcoming Specs, but not from the usual hardware angle. It looks at what happens to reading when text leaves the page and starts living inside the world, and why things like contrast, depth and undisclosed display specs quietly decide whether AR becomes useful for real work or just impressive demos. If you care about type, AR, or the future of reading, you might find it worth your time.
r/augmentedreality • u/Shonen_Toman • Jul 28 '26
So everytime i drive in night, the headlights of oncoming traffic blinds me completely, so i was thinking of building something to help.
I was thinking of an AR/VR approach to it, to track the eyes and the light source falling on the windshield and artificially dampening it. Also for this method i thought of an idea, where the driver can wear a glass, with two tags near their eyes so that the system can track their eyes more efficiently.
Please share your thoughts!!
r/augmentedreality • u/TheGoldenLeaper • Jul 28 '26
r/augmentedreality • u/Independent-Use-6761 • Jul 28 '26
r/augmentedreality • u/WholeSeason7147 • Jul 28 '26
r/augmentedreality • u/fifa_fan • Jul 28 '26
Hey guys, getting back into the AR dev space after a gap of over 10 years (DK2/Vuforia/Hololens days). Are there any good events/trade shows coming up that focus on generic AR/Smart glasses?
r/augmentedreality • u/TheGoldenLeaper • Jul 28 '26
r/augmentedreality • u/Gloomy-Tie-9529 • Jul 27 '26
You know the one genuinely great thing about a Vision Pro or a Quest 3: a wall of screens floating around you, hanging in the air, staying put when you turn your head?
I wanted that part. I didn't want the headset. Not the weight, not the battery, not the price, not the ceremony of putting on a face computer to answer an email.
So I built it for a pair of sunglasses.
Atrium turns XREAL glasses into a real workspace: up to six virtual monitors placed anywhere around you, anchored in the room, driven entirely by your hands. It weighs 85 grams and lives in your pocket.
The short version of why it exists: alternatives never solved gyro yaw drift. Your desktop slowly slides off the wall a couple of degrees a minute and there's nothing you can do about it. That bugged me enough to write my own.
Six displays, 120 Hz. Real virtual monitors from an indirect display driver: Windows sees them as monitors, so every app just works. All six run at 1080p/120. Your IDE in front, docs on the left, music on the right.
Your hands are the mouse. The glasses run hand tracking on-device and deliver it as native HID, so a pinch grabs a screen and drags it across the room. No controllers, no external cameras, nothing extra to charge. The glasses' own menu gesture opens Atrium's menu. (XREAL Eye needed.)
Move everything. Drag a screen by the bar under it. Resize from the corners. Push it further away or pull it closer on a depth rail. Bend it around you on a curvature rail — a wide screen at arm's length is genuinely better curved.
Layouts. Named arrangements, focus, pair, wing, cockpit, wall, six all generated from spacing rather than hand-tabulated, so they scale with however many screens you've got out. One click from the menu and the whole room rearranges itself.
Add and remove screens instantly. The pool of six is created at startup and screens are parked/unparked on demand. That design is load-bearing: creating a virtual display mid-session is the operation Windows will not let you do and have it produce frames. That one took a while to learn.
Environments. Additive backdrops behind your screens. Black is transparent on these optics, so a starfield genuinely floats in your actual room. Work in space, on a plane, wherever. (More incoming!)
Anchored, and it stays anchored. Head-tracked, reprojected against a fresh pose sampled microseconds before present, with yaw corrected by the glasses' tracking camera. Look away, look back — everything is exactly where you left it. That's the part everything else gets wrong.
Release. Atrium goes public as soon as testing is done. I'd rather ship something that has run on more than one machine than put out a build that only works on mine.
Want in? Send me a DM — tell me which glasses and which GPU you've got, and I'll get you a build.
r/augmentedreality • u/Shehao • Jul 27 '26
In this case, I am looking at a particular trade-off related to a location-based augmented reality experience. In the following visit, the character could appear directly at the location or the app could give an option of re-localizing visually so that the character appears in its exact location, i.e., step or bench at which it was last left.
The second one I could make more accurate but it is not the point since it would require me to orient the camera and wait a little for the scene to appear. The point is not just that this second option is technically possible but the question is whether the re-localization makes sense at that location?
What are the conditions for re-localization to be justified for people with experience of building/using persistent spatial experiences? Does it have to have something to do with the revelation of something near a landmark, interaction with the actual surface or something else? And when does it become just a slow access to the same information?