After 16 years of VR's first year, ARVR was able to be put into the market to reach a large audience for a round of large-scale experiments. From the results, discerning users have higher requirements for the experience of VR devices. The industry is beginning to realize that VR, which is strongly dependent on hardware, still has a long way to go, and the vast majority of start-ups have to survive, turning their attention to AR, which is relatively more breakthrough.
This article starts from the entire ecology of AR, and analyzes the entire ecological prototype of the AR field. The overall ecology of AR can be roughly divided into three structures: Upstream AR content platform The underlying technical service support Fax List The AR application that the front end finally presents to the user 1. Content Production and Platform 3D production is the foundation of AR content. Augmented reality, as the name suggests, emphasizes the sense of integration into the real world. Traditional 3D production is modeled based on Unity, and a large number of applications in the fields of games and film and television have made 3D content developed for more than ten years, which is almost real, and a large number of audiences are willing to pay for it.
However, when applied to other fields, some inevitable difficulties are still exposed: High-quality 3D content has a high threshold for the professionalism of modeling engineers: 3D content production is far more difficult, production time, and complexity of tools (3D Max, Unity) than 2D content production. The vast majority of people can use PS to make 2D pictures proficiently, while 3D is still limited to those with professional skills. The performance of materials varies greatly: in the short term, the performance of transparent materials such as glass is difficult to grasp, while the longer-term problem is that the performance of materials is strongly dependent on the manual adjustment of engineers.