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  • Gaussian Splatting Hosting and Streaming Explained
    2026/07/01

    Martin Piala, CEO and co-founder of Blurry, joins the show to break down what it actually takes to host, share, and scale Gaussian Splatting models on the web. With a background in building professional 3D infrastructure, Martin covers the practical decisions creators and studios face today: which file format to use and why raw PLY beats compressed versions for long-term flexibility, what splat counts push devices into trouble (hint: above 2.5 million), and how Blurry handles a 43 million splat, 20GB city model with progressive streaming. You will also hear about real-world use cases in marketing, remote inspection, and facility management, why the industry is stuck in a feedback loop that is slowing adoption, and whether Gaussian Splatting is actually here to stay.
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    42 分
  • Why XR Developers Are Winning With AI
    2026/06/24

    Stijn is an #XR software engineer spending his days pushing the limits of what #AR glasses, WebXR, and generative AI can do together. He is one of the most prolific experimenters in the XR developer community, constantly sharing prototypes across Snap Spectacles, Meta Ray-Ban, Apple Vision Pro, and WebXR.

    In this episode, Stijn breaks down how he builds faster using AI-first workflows, he walks us through a real healthcare project based #GaussianSplatting on #VisionPro and why the glasses moment feels a lot like the early iPhone app era.



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    49 分
  • How to start developing on Meta RayBan Display
    2026/06/17


    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.


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    45 分
  • Designing XR for Long-Term Distribution and Impact
    2026/06/10


    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.


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    44 分
  • Can a 360 Drone beat Insta360 for Gaussian Splatting?
    2026/06/03

    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.
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    45 分
  • Gaussian Splats Workflow for Unity and AR
    2026/05/27

    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.
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    50 分
  • Relighting Gaussian Splats Is Now Possible
    2026/05/20

    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.
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    43 分
  • The Best in 3D GenAI right now
    2026/05/13

    Explore the latest in 3D Generative AI tools, workflows, and industry implications with Gabriele, Stefan, and Philipp. Discover top models, segmentation techniques, Gaussian splatting, and future trends shaping 3D AI.
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    ⁠🔗 ⁠⁠⁠⁠⁠Stefan YouTube:⁠⁠⁠ @stefan_ai_3d ⁠🔗 ⁠⁠⁠⁠⁠Philipp YouTube: @PixelArtistry_
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    52 分