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I.STEM Lab

Learning path

Immersive 3D, VR and AR

From choosing the right technology to capturing a real place, working with meshes and Gaussian splats, publishing it and training people with it.

Length
13 articles · about 86 min
Level
Beginner to intermediate
Before you start
None to start. The publishing tutorial uses basic HTML, and the splat tutorial benefits from a graphics card or a cloud notebook.

Best for: Anyone considering immersive experiences, a digital twin, 3D capture or VR training

By the end

What you will be able to do

  • Tell VR, AR and mixed reality apart, and choose the simplest option that works
  • Explain what makes a digital twin different from a 3D model
  • Plan and run a field capture of a real place with the right permissions and checks
  • Choose between meshes, point clouds, NeRFs and Gaussian splats for a given job
  • Capture a place and train, clean and view a Gaussian splat
  • Choose file formats, optimise a heavy scan and publish it on the web with AR
  • Plan a VR training programme with real measures
  • Judge new 3D and spatial computing developments without chasing hype

The path

Read in this order

  1. Concept · Beginner · 6 min read

    VR, AR and mixed reality: which one do you need?

    A simple way to choose between immersive technologies, based on where your users are and what they need to do.

    You will learn

    • VR replaces what you see. AR adds to it. Mixed reality adds digital objects that react to the real space.
    • Choose by where the user is and what they must do, not by what looks most impressive.

    Start here →

  2. Concept · Beginner · 6 min read

    Digital twins, explained: a living model of a real place

    What a digital twin is, how it differs from a 3D model, what goes into one and when it is worth building.

    You will learn

    • A digital twin is a 3D model connected to real data, so it changes when the real place changes.
    • A 3D model shows what a place looks like. A twin also shows what is happening there.

    Read →

  3. Concept · Intermediate · 6 min read

    How cameras capture 3D: optics, parallax and photogrammetry

    From the pinhole camera to drone mapping: how photographs become measurements, and what limits their accuracy.

    You will learn

    • A camera turns 3D space into a flat image. Photogrammetry reverses that, using many overlapping photos.
    • Ground sample distance depends on flying height, pixel size and focal length: GSD = height × pixel pitch ÷ focal length.

    Read →

  4. Guide · Intermediate · 7 min read

    Capturing a real place in 3D: a field checklist

    Everything to decide, check and bring before you scan, photograph or fly, so you do not have to return to the site.

    You will learn

    • Decide what the model is for first. The purpose sets the detail, the accuracy and the method.
    • Permissions, weather, light and safety are part of the plan, not afterthoughts.

    Read →

  5. Concept · Intermediate · 6 min read

    Meshes, point clouds, NeRFs and Gaussian splats: how to choose a 3D representation

    The four ways to store a real place in 3D, what each does best, and a simple way to decide which one your project needs.

    You will learn

    • Meshes are best when you need to edit, measure, light, collide with or simulate the object.
    • Gaussian splats and NeRFs are best when you need photorealistic views of a real scene captured from photos.

    Read →

  6. Concept · Intermediate · 6 min read

    Gaussian splatting explained: photoreal 3D from photos, in real time

    How millions of soft blobs can reconstruct a scene, how a splat is trained and rendered, and where it works and fails.

    You will learn

    • A Gaussian splat scene is millions of soft, coloured, semi-transparent blobs, fitted to photographs by optimisation.
    • It renders in real time because the graphics chip can draw and blend the blobs directly.

    Read →

  7. Tutorial · Intermediate · 7 min read

    Capture a place and turn it into a Gaussian splat

    Film a scene, train a splat with open-source tools, clean it and view it in your browser, with the pitfalls to avoid.

    You will learn

    • A steady, well-lit walk-around video is enough to start.
    • Open-source tools handle camera solving, training and export from a few commands.

    Read →

  8. Concept · Intermediate · 6 min read

    3D file formats explained: glTF, OBJ, point clouds and 3D Tiles

    Which format to use for web, headsets, scans and city-scale data, and why units and axes can turn a perfect model upside down.

    You will learn

    • glTF (and its binary form GLB) is the best default for sharing 3D on the web and in AR.
    • Scans produce point clouds and meshes, which need different formats and handling.

    Read →

  9. Guide · Intermediate · 6 min read

    How to optimise 3D models for the web, phones and headsets

    A practical routine to turn a heavy scan into a model that loads in seconds and runs smoothly, without losing what matters.

    You will learn

    • Set a budget for triangles, textures and file size before you start, based on your slowest target device.
    • Most weight sits in textures and in unnecessary triangles. Reduce both, then compress.

    Read →

  10. Tutorial · Beginner · 11 min read

    Publish a 3D model on the web, with AR on phones

    Compress a GLB, show it on a web page with the model-viewer component, add annotations and let visitors place it in their room.

    You will learn

    • The model-viewer web component shows a GLB in a few lines of HTML, with no app and no build step.
    • Compress the model first. A smaller file loads faster on every device.

    Read →

  11. Concept · Beginner · 6 min read

    The human body in VR and mixed reality: perception, latency and comfort

    Why some virtual worlds feel natural and others make people ill, and the science of eyes, balance and timing behind it.

    You will learn

    • Comfort in VR is largely a matter of biology: vision, balance and timing must agree.
    • Delays between head movement and the displayed image are a major cause of discomfort, so frame rate and latency matter.

    Read →

  12. Guide · Intermediate · 7 min read

    How to plan a VR training programme that people actually finish

    From learning goals and scenarios to hardware, instructors and measurement, a step-by-step plan for training that changes behaviour.

    You will learn

    • Start from a performance gap and a measurable goal, not from the technology.
    • Choose tasks where VR adds something: risk, cost, rarity or the need to practise in context.

    Read →

  13. Concept · Beginner · 6 min read

    What is new in 3D and spatial computing: a field guide to the recent changes

    Splats, smarter meshes, AI-made 3D, WebGPU, OpenUSD and mixed reality headsets: what is established, what is still changing and how to keep up.

    You will learn

    • Capture has changed most: Gaussian splats and neural methods now sit beside photogrammetry and laser scanning.
    • Meshes are improving too, through virtual geometry, better tools and AI-assisted clean-up.

    Read →

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