Tracking and movement
Tracking measures how a headset or controller moves. 3DoF tracking follows rotation only, while 6DoF also follows position, so users can lean and walk.
Inside-out tracking uses cameras on the headset itself. Outside-in tracking uses sensors placed around the room.
Locomotion is how users move through a virtual space, such as teleporting or walking. Good locomotion keeps users comfortable.
Displays and comfort
Refresh rate is how often a display redraws, in hertz. Frame rate is how often the app draws a new image, and the two should match.
Field of view is how much of the scene a headset shows. Latency is the delay between movement and the display updating.
Low frame rates and high latency both make users uncomfortable, so we test both on every build.
Headsets and devices
A standalone headset, such as Meta Quest 3, has its own processor and battery. A PC VR headset connects to a computer for more graphics power.
Passthrough shows the real world through the headset's cameras. It makes mixed reality possible.
Spatial computing devices, such as Apple Vision Pro, focus on apps that use the space around the user.
Interaction
Hand tracking lets users interact with their hands, without controllers. Eye tracking follows where the user looks.
Haptic feedback uses vibration to confirm a touch or press. Spatial audio places sound in 3D, so users hear where it comes from.
3D capture
Photogrammetry builds a 3D model from overlapping photos. LiDAR and laser scanning measure distance to millions of points.
A point cloud is the raw set of measured points. A mesh is a surface built from them, and textures add colour.
Scan to BIM turns scans of existing buildings into BIM models for design work.
3D content and formats
OpenUSD is an open 3D scene format, used by NVIDIA Omniverse and many design tools. The glTF format is compact and common on the web.
LOD, or level of detail, swaps simpler models in at a distance. That keeps scenes fast on phones and headsets.
Engines and platforms
Unity and Unreal Engine are real-time 3D engines used to build most VR and AR apps. Unity suits standalone headsets and phones, while Unreal suits high-end visuals.
WebXR is a browser standard for VR and AR. three.js is a popular library for 3D on the web.
Pixel Streaming runs a high-end scene on a server and streams it to a browser.
AR terms
ARKit and ARCore are the AR frameworks on Apple and Android phones. They track surfaces, images and light.
WebAR runs AR in the phone's browser from a link or QR code. Occlusion hides virtual objects behind real ones, which makes them look grounded.
Holograms and live production
A hologram box shows video of a person or product with a sense of depth, with no headset needed. Content is filmed against black.
360° video records a full sphere with a multi-lens camera. Stitching joins the lens feeds into one image.
Projection mapping fits content to an uneven surface, such as a building, so it becomes a display.
Training and data terms
A digital twin is a 3D model linked to data from a real asset. An LMS is a learning management system that stores training records.
SCORM and xAPI are standards for sending training results from a VR module to an LMS.
Project terms
A DPR, or detailed project report, defines a project before funding and tendering. An AMC is an annual maintenance contract.
Turnkey means one supplier delivers the whole project, from design to installation.