For over a year now, I have been exploring methods for the capture of 3D objects shape and materials - Early Tests. This initially came about due to my personal curiosity to how light works and the different ways that it can be manipulated with filters, lenses, and prisms. This photographic exploration leads to the ability to, at the time, capture rudimental properties of how an object was interacting with the light source. Whilst this exploration was a bit of fun at first, my work within the field of VR quickly lead to the realization of how relevant this technology could be for the production of 3D content.
When working on VR experiences in the past, the bar for realism has always been solely dependant on the quality of the assets that exist within the experience. More often than not, time gets in the way of how real experience can be, as not every asset can be given the same amount of attention from artists (modellers/texture).
Since starting Mimic, we’ve spent the past few months improving the capture system, which allows us to now acquire even more material information from objects that we place inside of our device. After having posted an AR demo on twitter, we have all been blown away by the feedback and response it has gained. We continue to push forward with developments at M—XR to bring photo-realism to this new and exciting world of VR and AR.