The technical reference for spatial computing

A technical guide to spatial computing — visual-inertial SLAM as the foundation, semantic scene graphs that let a device reason about what it sees, persistent multi-device anchors, and Gaussian splatting as a faster path to photorealistic real-time rendering.

A point cloud is not a scene

Early spatial-computing systems could tell you where a few thousand feature points were in 3D space, but not what any of them meant. Modern stacks fuse that geometric mesh with semantic segmentation, so a device knows not just that there is a flat surface at a given height, but that it is a table — and can reason about whether a virtual object should rest on it, be occluded by it, or cast a shadow across it.

Articles