~/conference

Unite LA 2018

date:2018-10-23..2018-10-25
location:Los Angeles, United States
series:Unite LA AutoTech Summit · 2 editions
editions:[Unite LA 2018, Unite LA 2018 AutoTech Summit]

unity developers, ar/vr engineers, mobile ar developers, real-time graphics programmers, vr/ar product managers, xr technical artists

AR Foundation features; ARKit 2.0 object recognition; ARCore plane detection; image tracking and databases; 3D object tracking; Unity performance optimization; battery and overheating mitigation; physics and Time Manager; remoting and simulation tools; Project MARS authoring; multi-platform VR frame rates; glTF and USDZ interchange

titleauthorlength
From design to dealer: Tools for getting to 'yes' with VR/ARAllen Buckner, Rick Davis, Kumar Kaushik, Sol Rogers51m
REWIND, HP, and Intel demo a working prototype called Sales Drive platform that streams full vehicle catalogs from a CMS to dealers worldwide, lets a dealer…
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Imagining entertainment in the back of every ride with AR/VRRick Davis, Jesse McMillin, Bay Raitt38m
Demonstration shows a working prototype that runs ARKit and ARCore in a moving car by combining phone camera overrides, QR-like stage markers and a…
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Shifting gears: How to win with ARVinny Da Silva, Frantz Lasorne, Danny Parks, Tyler Worden44m
Panel compares concrete pipelines: Unity + Vuforia (image, model target, cylinder and user-defined targets) for cross‑platform delivery; one ongoing BMW Mini…
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From 0 to 90: achieving peak performance in multiplatform VR developmentDevin Reimer, Andrew Eiche43m
Practical, platform-specific rules: target native VR frame rates (90Hz for Vive/Oculus/Windows MR, 72 for Quest, PSVR 120/90/60 with reprojection) because…
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Get off to a great start with handheld ARDan Miller44m
Shows how Unity plus ARCore (1.5) and ARKit (2.0) build handheld AR: plane detection (horizontal/vertical), light estimation, oriented feature points and cloud…
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Optimizing AR: how to extend battery life and avoid overheatingAdam M. Smith24m
Unity Profiler shows CPU spend and a physics-heavy demo drops from ~19.5 ms fixed-step spikes to ~4–8 ms after three changes: clamp render to 30 FPS via…
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Rendering techniques for augmented reality and a look ahead at AR foundationJimmy Alamparambil, Lukasz Pasek48m
Adds concrete AR Foundation features: 2D image tracking via Unity image assets and databases, and 3D object tracking using a supplied scanning app that…
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The future of XR authoring:Andrew Maneri, Charles Migos, Kyle Vaidyanathan, Timoni West45m
Unity Labs shows working authoring tools: Project MARS as a Unity extension that uses a reality database, query-and-condition logic, and a companion mobile…
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