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Tech/TECH.001
Tech.001 · Spatial Computing
Spatial Computing

XR · AR · VR.

Where pixels meet the room you're standing in.

Extended Reality is the umbrella for any technology that makes a digital scene register with physical space. Your phone understands what a wall is. Your headset knows where your hands are. The system fuses real geometry with virtual content so what you see lines up with where you are — at 60+ frames per second, with under 20 ms of perceived lag.

Tracking
6 DoF
Latency
< 20 ms
Devices
Phone → Vision Pro
SYSXR.SPATIAL
NET478 LANDMARKS
STATETRACKING
PTS 478
DOF 6
FPS 60
Live · Tracking
60 FPS
01 · The thirty-second version

What is XR, anyway?

Take any digital scene. Now anchor it to the real world so it doesn't drift when you turn your head. That's the whole job of extended reality. The "extended" part is doing two hard things at once: understanding the world (where am I, what's a surface, where are my hands) and drawing into it (what should be visible, lit how, occluded by what).

The umbrella term breaks into three flavors. VR replaces your view entirely — a headset shows you a built world. AR overlays virtual content on top of the real one — a phone, glasses, or pass-through headset. MR blends them so virtual objects respond to real geometry — a virtual ball that bounces off a real table.

Underneath all three is the same engineering challenge: track the user, render the scene, composite the result, do it again sixty times a second, and never let the latency creep above twenty milliseconds — because past that, your stomach knows something's wrong.

XR.MESH
02 · The pipeline

From camera frame to mixed reality.

Each step runs every single frame. Sixty times a second. If any one of them stalls, the experience breaks.

01
Capture
RGB and depth cameras grab frames of the real world. Headsets typically use 4–6 cameras simultaneously for stereo depth and inside-out tracking.
02
Track
SLAM (Simultaneous Localization And Mapping) extracts feature points, matches them between frames, and computes 6DoF position + rotation in real time.
03
Map
Detected planes and meshes feed a live model of the room — used for placement, occlusion, and physics. ARKit and ARCore expose this as a continuous scene graph.
04
Render
A game engine (Unity, Unreal, Three.js for web) draws the virtual scene from the tracked viewpoint, with lighting that matches the real environment.
05
Composite
Virtual layer is composited over (or in place of) the camera feed. Output goes to display — with reprojection to compensate for the last few ms of head motion.
03 · The toolkit

Engines, SDKs, devices.

Every project picks a slice of this stack — depending on whether it's a web demo, a museum install, or a long-form headset experience.

Engines
Unity
The default for cross-platform XR. Strong AR Foundation and OpenXR support.
Unreal · Godot · Babylon
Web
WebXR + Three.js
Browser-native immersive scenes. Zero install. Works on most modern phones.
A-Frame · Babylon · 8th Wall
Mobile AR
ARKit · ARCore
Apple and Google's on-device tracking. Plane detection, occlusion, body tracking.
RealityKit · ARFoundation
Vision
MediaPipe
Google's CV toolkit. Face mesh (478 points), pose, hands — runs in browser.
YOLO · OpenCV · MMPose
Headsets
Meta Quest 3
Pass-through MR, color cameras, $499 price point. The accessible flagship.
Quest Pro · Pico 4
Premium
Vision Pro
Eye tracking, hand-pinch UI, 23M-pixel micro-OLED. The high-end signal.
Magic Leap 2 · HoloLens 2
Tracking
SLAM
Visual-inertial odometry, fused with IMU. Sub-millimeter accuracy on modern devices.
ORB-SLAM · ARToolkit
Rendering
PBR
Physically-based rendering. Real-world lighting probes for matching virtual objects.
Lumen · Path-traced AR
04 · In the wild

Where we've shipped XR.

Browser AR · Live now
BUN-E Face Filter
A no-install AR filter on the Augma homepage. MediaPipe tracks 478 landmarks at 60 fps in the browser; we anchor virtual ears, goggles and an antenna to the user's face. Demonstrates capability to every visitor in under three seconds.
MediaPipeWebGLCanvas 2D
Mobile AR · Brand activation
Retail try-on filters
Branded AR experiences shareable through Instagram and TikTok effect platforms. Virtual props that snap to the body and respond to expression. Built for repeat engagement, not one-time spectacle.
Spark ARLens StudioEffect House
Spatial · Headset
VR training environments
Quest-targeted experiences for client onboarding and skills training — full hand tracking, voice prompts, scenario branching. Built in Unity, deployed via private store keys.
UnityXR Interaction ToolkitMeta Quest
Mixed Reality · Install
Pass-through MR walkthrough
Visitors wear a Quest 3 in pass-through mode; virtual signage, characters, and physics objects appear locked to the physical room. Used for product launches where the brand layer needs to feel grafted onto the real space.
UnityMRTKOpenXR
04.5 · Try it now

Live XR you can touch right now.

No download. No signup. The first card is real and running on this site — the others are placeholders for shipping cases.

AR · Browser
Try Live →
Live · 60 fps
BUN-E Face Filter
A live AR filter on the Augma homepage. MediaPipe tracks 478 face landmarks at 60 fps in your browser; we anchor virtual ears, goggles and a robotic antenna on top. Zero install.
Open the demo
VR · Quest
SAMPLE PLACEHOLDER VR.001 · QUEST 3 · TRAINING SIM
Coming soon
Pending — Drop video / screenshot
VR training simulation
Quest-targeted onboarding scenarios with full hand-tracking and voice prompts. Replace this card with a side-loaded build link or a short capture once a project ships.
Add asset
AR · Mobile
SAMPLE PLACEHOLDER AR.002 · INSTAGRAM EFFECT · TRY-ON
Coming soon
Pending — Drop effect link
Branded AR try-on lens
Spark AR / Effect House lens deployed to Instagram or TikTok. Replace this card with a deep-link QR + preview clip once a campaign goes live.
Add link
MR · Pass-through
SAMPLE PLACEHOLDER MR.003 · QUEST 3 · WALKTHROUGH
Coming soon
Pending — Drop install capture
Pass-through MR walkthrough
Visitors wear a Quest 3 in pass-through; virtual signage and characters appear locked to the real room. Replace with a captured first-person video once installed.
Add asset
Have an XR project in mind?

Tell us where it's going. We'll pick the platform.

Phone-AR, browser-AR, headset, mixed-reality — different briefs, different stacks. Tell us the audience and the moment, and we'll come back with the right fit within one business day.