XR AI Spotlight

How to start developing on Meta RayBan Display

45 min · I går
episode How to start developing on Meta RayBan Display cover

Beskrivelse

Oscar Falmer, Wearable Developer Advocate at Meta joins the show to break down what it actually takes to build for the Meta Ray-Ban AI Glasses. With the display glasses SDK released recently, Oscar walks through the two development paths: the Device Access Toolkit for mobile app extensions with heavy AI processing, and the new lightweight web apps optimised for the display. He explains why AI-first developers and non-technical builders are better positioned than VR developers, how the monocular display works (and why your brain adapts faster than you think), and what the EMG neural wristband unlocks for hands-free input. You will also hear about real enterprise use cases emerging organically, the phone's evolving role alongside glasses, and how to get started building today. Subscribe to XR AI Spotlight weekly newsletter 👉 https://xraispotlight.substack.com/ *** CONNECT WITH OUR GUEST ⁠💼 ⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/oscarfalmer/] ⁠   *** CONNECT WITH ME 🐤⁠⁠⁠⁠⁠⁠X (Twitter)⁠⁠⁠⁠⁠ ⁠ [https://twitter.com/GabRoXR] 💼 ⁠⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/gabriele-romagnolixr/] 🔗⁠⁠⁠⁠⁠⁠Link-in Bio [https://beacons.ai/gabroxr]⁠⁠⁠⁠⁠⁠   *** PAST EPISODES 🎙️ ⁠⁠⁠⁠Show Website⁠⁠⁠⁠ [https://www.xraispotlight.com/] 🟢 ⁠⁠⁠⁠⁠⁠YouTube⁠⁠⁠⁠⁠⁠ [https://youtube.com/playlist?list=PLRuoUmWO_pPu1hSaRm3BTuTGTjklXS4yG&si=SVG9Tg8a5uhhKSL-] 🍎⁠⁠⁠⁠⁠⁠Apple Podcast [https://podcasts.apple.com/us/podcast/xr-ai-spotlight/id1718315002]

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116 Episoder

episode How to start developing on Meta RayBan Display cover

How to start developing on Meta RayBan Display

Oscar Falmer, Wearable Developer Advocate at Meta joins the show to break down what it actually takes to build for the Meta Ray-Ban AI Glasses. With the display glasses SDK released recently, Oscar walks through the two development paths: the Device Access Toolkit for mobile app extensions with heavy AI processing, and the new lightweight web apps optimised for the display. He explains why AI-first developers and non-technical builders are better positioned than VR developers, how the monocular display works (and why your brain adapts faster than you think), and what the EMG neural wristband unlocks for hands-free input. You will also hear about real enterprise use cases emerging organically, the phone's evolving role alongside glasses, and how to get started building today. Subscribe to XR AI Spotlight weekly newsletter 👉 https://xraispotlight.substack.com/ *** CONNECT WITH OUR GUEST ⁠💼 ⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/oscarfalmer/] ⁠   *** CONNECT WITH ME 🐤⁠⁠⁠⁠⁠⁠X (Twitter)⁠⁠⁠⁠⁠ ⁠ [https://twitter.com/GabRoXR] 💼 ⁠⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/gabriele-romagnolixr/] 🔗⁠⁠⁠⁠⁠⁠Link-in Bio [https://beacons.ai/gabroxr]⁠⁠⁠⁠⁠⁠   *** PAST EPISODES 🎙️ ⁠⁠⁠⁠Show Website⁠⁠⁠⁠ [https://www.xraispotlight.com/] 🟢 ⁠⁠⁠⁠⁠⁠YouTube⁠⁠⁠⁠⁠⁠ [https://youtube.com/playlist?list=PLRuoUmWO_pPu1hSaRm3BTuTGTjklXS4yG&si=SVG9Tg8a5uhhKSL-] 🍎⁠⁠⁠⁠⁠⁠Apple Podcast [https://podcasts.apple.com/us/podcast/xr-ai-spotlight/id1718315002]

I går45 min
episode Designing XR for Long-Term Distribution and Impact cover

Designing XR for Long-Term Distribution and Impact

Mike Golembewski is an interactive designer, researcher, and writer running MWG Design & Research, an independent consultancy focused on immersive media, artistic practice, and emerging technology. In this episode, Mike breaks down the structural challenges facing cultural XR, the category of immersive work that functions more like theatre or documentary than gaming. We cover why festival-premiered XR experiences rarely survive beyond their premiere, why platform stores like Meta and Steam are fundamentally misaligned with this type of work, and what creators can do from day one to design for longevity. Mike also highlights real examples and explains why thinking about the long tail before writing a single line of code is the only approach that actually works. Subscribe to XR AI Spotlight weekly newsletter 👉 https://xraispotlight.substack.com/ *** CONNECT WITH OUR GUEST ⁠💼 ⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/michael-golembewski-9aaa343/] ⁠🔗 ⁠⁠⁠⁠⁠Website⁠⁠⁠ [http://mwgdesignresearch.com/]   *** CONNECT WITH ME 🐤⁠⁠⁠⁠⁠⁠X (Twitter)⁠⁠⁠⁠⁠ ⁠ [https://twitter.com/GabRoXR] 💼 ⁠⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/gabriele-romagnolixr/] 🔗⁠⁠⁠⁠⁠⁠Link-in Bio [https://beacons.ai/gabroxr]⁠⁠⁠⁠⁠⁠   *** PAST EPISODES 🎙️ ⁠⁠⁠⁠Show Website⁠⁠⁠⁠ [https://www.xraispotlight.com/] 🟢 ⁠⁠⁠⁠⁠⁠YouTube⁠⁠⁠⁠⁠⁠ [https://youtube.com/playlist?list=PLRuoUmWO_pPu1hSaRm3BTuTGTjklXS4yG&si=SVG9Tg8a5uhhKSL-] 🍎⁠⁠⁠⁠⁠⁠Apple Podcast [https://podcasts.apple.com/us/podcast/xr-ai-spotlight/id1718315002]

10. juni 202644 min
episode Can a 360 Drone beat Insta360 for Gaussian Splatting? cover

Can a 360 Drone beat Insta360 for Gaussian Splatting?

Andrey Shelomentsev is the co-founder of Splatica, a London-based physical AI infrastructure startup building consumer-grade 3D reality capture pipelines. In this episode, we get into the real trade-offs between capture tools, how Splatica's one-click cloud pipeline turns a casual walk-around with an Insta360 into a navigable 3D Gaussian Splat scene overnight and what we need to turn photorealistic Gaussian Splats into a synthetic training ground for robots. Subscribe to XR AI Spotlight weekly newsletter 👉 https://xraispotlight.substack.com/ *** CONNECT WITH OUR GUEST ⁠💼 ⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/shelomentsev/] ⁠🔗 ⁠⁠⁠⁠⁠Website⁠⁠⁠ [https://splatica.com/]   *** CONNECT WITH ME 🐤⁠⁠⁠⁠⁠⁠X (Twitter)⁠⁠⁠⁠⁠ ⁠ [https://twitter.com/GabRoXR] 💼 ⁠⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/gabriele-romagnolixr/] 🔗⁠⁠⁠⁠⁠⁠Link-in Bio⁠⁠⁠⁠⁠⁠ [https://beacons.ai/gabroxr]   *** PAST EPISODES 🎙️ ⁠⁠⁠⁠Show Website⁠⁠⁠⁠ [https://www.xraispotlight.com/] 🟢 ⁠⁠⁠⁠⁠⁠YouTube⁠⁠⁠⁠⁠⁠ [https://youtube.com/playlist?list=PLRuoUmWO_pPu1hSaRm3BTuTGTjklXS4yG&si=SVG9Tg8a5uhhKSL-] 🍎⁠⁠⁠⁠⁠⁠Apple Podcast [https://podcasts.apple.com/us/podcast/xr-ai-spotlight/id1718315002]

3. juni 202645 min
episode Gaussian Splats Workflow for Unity and AR cover

Gaussian Splats Workflow for Unity and AR

In this episode, Ruben Frosali, founder of TRIDOT and Head of Cinematics at JADU AR, unpacks how he builds interactive Gaussian Splat experiences across Unity, AI generation tools, and mobile AR. Drawing on two decades of work across film, music videos, volumetric capture, shaders, and real time graphics, Ruben explains how 3DGS can be used in production workflows. He also shares how tools like World Labs and Sharp change the speed and flexibility of 3D world creation, where web workflows may outpace closed engines, and why optimization for phones matters as much as file compression. Subscribe to XR AI Spotlight weekly newsletter 👉 https://xraispotlight.substack.com/ *** CONNECT WITH OUR GUEST ⁠💼 ⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/rubenfro/] ⁠🔗 ⁠⁠⁠⁠⁠Website⁠⁠⁠ [https://rubenfro.com/]  🐤⁠⁠⁠⁠⁠⁠X (Twitter) [https://x.com/rubenfro]⁠⁠⁠⁠⁠ ⁠ *** CONNECT WITH ME 🐤⁠⁠⁠⁠⁠⁠X (Twitter)⁠⁠⁠⁠⁠ ⁠ [https://twitter.com/GabRoXR] 💼 ⁠⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/gabriele-romagnolixr/] 🔗⁠⁠⁠⁠⁠⁠Link-in Bio⁠⁠⁠⁠⁠⁠ [https://beacons.ai/gabroxr]   *** PAST EPISODES 🎙️ ⁠⁠⁠⁠Show Website⁠⁠⁠⁠ [https://www.xraispotlight.com/] 🟢 ⁠⁠⁠⁠⁠⁠YouTube⁠⁠⁠⁠⁠⁠ [https://youtube.com/playlist?list=PLRuoUmWO_pPu1hSaRm3BTuTGTjklXS4yG&si=SVG9Tg8a5uhhKSL-] 🍎⁠⁠⁠⁠⁠⁠Apple Podcast [https://podcasts.apple.com/us/podcast/xr-ai-spotlight/id1718315002]

27. mai 202650 min
episode Relighting Gaussian Splats Is Now Possible cover

Relighting Gaussian Splats Is Now Possible

Fernando Rivas-Manzaneque is the CEO and co-founder of Volinga AI, a spin-off born from early research into 3D Gaussian Splatting for professional film and virtual production. In this episode, Fernando walks through what Volinga actually does: from its Unreal Engine plugin, which brings relighting, depth of field, reflections, and proxy mesh-based materials to Gaussian Splats, to the newly released Volinga Suite, a full end-to-end pipeline built on top of LightField Studio with HDR and ACES support for Hollywood-grade workflows. We cover real production use cases, including a digital replica of Auschwitz-Birkenau and a Paramount+ TV show that replaced a dangerous location shoot with a VP set. Fernando also breaks down the difference between additive and mesh-based lighting, the EnVol file format, and where 4D Gaussian Splatting and generative splat creation are heading in 2026. Subscribe to XR AI Spotlight weekly newsletter 👉 https://xraispotlight.substack.com/ *** CONNECT WITH OUR GUEST ⁠💼 ⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/fernando-rivas-manzaneque/] ⁠🔗 ⁠⁠⁠⁠⁠Website⁠⁠⁠ [https://web.volinga.ai/]   *** CONNECT WITH ME 🐤⁠⁠⁠⁠⁠⁠X (Twitter)⁠⁠⁠⁠⁠ ⁠ [https://twitter.com/GabRoXR] 💼 ⁠⁠⁠⁠⁠⁠Linkedin⁠⁠⁠⁠⁠⁠ [https://www.linkedin.com/in/gabriele-romagnolixr/] 🔗⁠⁠⁠⁠⁠⁠Link-in Bio⁠⁠⁠⁠⁠⁠ [https://beacons.ai/gabroxr]   *** PAST EPISODES 🎙️ ⁠⁠⁠⁠Show Website⁠⁠⁠⁠ [https://www.xraispotlight.com/] 🟢 ⁠⁠⁠⁠⁠⁠YouTube⁠⁠⁠⁠⁠⁠ [https://youtube.com/playlist?list=PLRuoUmWO_pPu1hSaRm3BTuTGTjklXS4yG&si=SVG9Tg8a5uhhKSL-] 🍎⁠⁠⁠⁠⁠⁠Apple Podcast [https://podcasts.apple.com/us/podcast/xr-ai-spotlight/id1718315002]

20. mai 202642 min