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chrisnolet

75 karma · joined June 6, 2012

Founder at Pocket · Vision Pro at Apple · Venture Partner
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chrisnolet··on Show HN: Gaussian Splat renderer in VR with Unity
Ahh, I'm unlikely to publish any articles, sorry! But Aras has a great Unity renderer for non-VR platforms, if you want to play around with an existing implementation: https://github.com/aras-p/UnityGaussianSplatting

His implementation runs incredibly well on both my Mac and PC.

chrisnolet··on Show HN: Gaussian Splat renderer in VR with Unity
Huh, that's a neat idea. I haven't personally seen any papers that explore converting traditional 3D art into splats, but it should be possible. At a very basic level: you could render a 3D item on a black background, capture it from a few different angles, and then generate splats using the conventional approach. I'm sure there would be even more optimal ways to do it, too.

Having said that, you can absolutely blend standard opaque geometry with the splat environment. I just mentioned this in another comment, but I tested it, and it worked quite well with opaque geometry: https://youtu.be/8uB4qC2UtCY

chrisnolet··on Show HN: Gaussian Splat renderer in VR with Unity
Absolutely! I just took a video of the same scene with an oscillating, floating cube: https://youtu.be/8uB4qC2UtCY
chrisnolet··on Show HN: Gaussian Splat renderer in VR with Unity
You're right: 3DGS is the accepted terminology!
chrisnolet··on Show HN: Gaussian Splat renderer in VR with Unity
This is great – thanks for explaining it all, Mike!

In the research paper, the authors compare GS3D to NeRFs, but the scenes train more quickly (perhaps 30 minutes for a scene), and render in real-time. So it's really been a huge upgrade from NeRFs and photogrammetry.

I think there's a lot of potential to use GS3D for AR/VR avatars, and also stable diffusion-type scene generation, (where a more-complete scene is generated from one or two photos, or solely imagined by AI).

Excited to see where it goes!

chrisnolet··on Show HN: Gaussian Splat renderer in VR with Unity
Thanks! Yes, but only opaque objects. Transparent objects would be hard to fit into the rendering order without order-independent transparency.

I did a version with stochastic alpha to coverage, which would work well alongside both opaque and transparent objects, but it made the splats look very grainy.

chrisnolet··on Show HN: Run dedicated iOS Simulators in the browser
Can't wait until you figure out h.264 and the MediaSource API ;) You guys are moving at an incredible pace! Very impressed.

ps. I love the new /embed endpoint and iPad support. Keep it coming!

chrisnolet··on Show HN: Run dedicated iOS Simulators in the browser
It was a demo of Panic's DietCoda! It was running for a while but I think it's been taken down now (since App.io's pivot maybe).
chrisnolet··on Show HN: Run dedicated iOS Simulators in the browser
Simulator instances aren't sandboxed, so you can transverse the master system's file system with a malicious iOS app. This is indeed an attack vector.
chrisnolet··on Show HN: Run dedicated iOS Simulators in the browser
I think that's the Apple store in San Francisco ;)
chrisnolet··on Show HN: Run dedicated iOS Simulators in the browser
Likewise!! Well done guys. Great to see you've grabbed the torch. Good luck and I look forward to following your progress.
chrisnolet··on App.io Ads – Your game becomes the mobile ad, with try-before-install
Naww, thanks. I'll take that as a compliment? ;)
chrisnolet··on App.io Ads – Your game becomes the mobile ad, with try-before-install
Hi delackner,

The API documentation is pretty dense! Sorry about that. To see the latency, check out: http://app.io/showcase. That's our technology in action.

We are running iOS in the cloud and streaming back graphics to the client. To get started, users upload a compiled simulator build of their app (http://docs.app.io/uploading/). It takes a few minutes. We automatically generate everything else from there.

chrisnolet··on App.io Ads – Your game becomes the mobile ad, with try-before-install
Hi Khangtoh,

That's essentially correct. We do a bit of magic to stream the smallest amount of image data possible (sending mostly-transparent frames if pixel data hasn't changed, etc.). Put simply though: yes, you can think of it as a simulator being streamed to an HTML canvas. But it's taken a long while to get right!

chrisnolet··on Show HN: Run iOS apps in the browser
Haha, thanks mate. Just hard work and iteration!
chrisnolet··on Show HN: Run iOS apps in the browser
Thanks mate! Appreciate the kind works and your hard work in building something great for developers, too!
chrisnolet··on Show HN: Run iOS apps in the browser
;) Quite right - we have two patent applications in the works! So unfortunately I can't provide a whole lot more detail at this point. Feel free to email me though if you're interested to chat offline. Great job with JSMPEG by the way.
chrisnolet··on Show HN: Run iOS apps in the browser
Thanks! Audio is on our wish-list. We'll count this as another 'vote' for that feature. Apple is aware of what we're out to achieve here.
chrisnolet··on Show HN: Run iOS apps in the browser
Hi there. It shouldn't take too long to process. I suggest clicking 'Support' from the dashboard and we'll investigate further. It may be an .IPA instead of an .APP (we require the simulator build), or we may need to reprocess your app manually. Sorry for any inconvenience.
chrisnolet··on Show HN: Run iOS apps in the browser
Hi there, COO here. I wrote a good response on this when we were branded as Kickfolio: http://www.quora.com/How-Does-X-Work/How-does-Kickfolio-work.... You're quite right - we stream diff'd GIFs and JPEGs at different times. We did originally try encoding with FFMPEG and other technologies, but surprisingly this works best! We're constantly improving the algorithm. I'm just about to push up another change this weekend :)
chrisnolet··on Show HN: Run iOS apps in the browser
Hi, COO here. It's a similar idea. We've chosen to focus on iOS first, then branch out in to many other platforms, even beyond mobile eventually.
chrisnolet··on Show HN: Run iOS apps in the browser
The good folk at Jenkins actually created a plugin for the CI platform which we love: https://wiki.jenkins-ci.org/display/JENKINS/App.io+Plugin. We have an API so if anybody is keen to integrate with GitHub we'd gladly welcome it! Embedding into blogs and on homepages is possible today via a simple iFrame and is one of our core use cases. Thanks for your feedback and positive outlook on App.io's future.
chrisnolet··on Show HN: Run iOS apps in the browser
Hi Ronald. It's mostly for context. We enable 'try before you buy' for mobile apps, in which case hinting to the user that this is an iOS app increases the likelihood that that user will download the real app. (We actually have two core use cases: early beta testing, and marketing apps). Point taken though; thanks for the feedback.
chrisnolet··on Show HN: Run iOS apps in the browser
Hi, COO here. Thanks for your feedback. Coincidentally, we have a mobile-optimized version being finished off shortly! We agree that a native app would be great. More on that in the coming months.
chrisnolet··on Show HN: Create a portfolio of the mobile apps you've built
Nice work! Daniel is pretty much spot on. We run the search term through a regex to see if the user has entered an iTunes URL first (as we accept either search terms or URLs), then we pass the search term to the search API listed above. There is a little magic in sorting the results and a little magic in combining results from the different international stores. We started with that though and it gets great results. There are a couple of (fairly old) Rails gems for it too.
chrisnolet··on Show HN: landing pages for iOS apps with interactive, usable demos
We're trying to find a non-Flash solution for this. Might fall back to the screenshots for iOS for now. Good pick-up, thanks.

We are putting a big emphasis on responsive design and we want to do the best job possible of displaying apps on the iPhone and iPad.

chrisnolet··on Show HN: landing pages for iOS apps with interactive, usable demos
Thanks, much appreciated. We've integrated the live apps via Pieceable, who run an iOS simulator in the cloud and stream video back to the browser.
chrisnolet··on Show HN: landing pages for iOS apps with interactive, usable demos
Two things:

1. We focus on the folio element, so you build a profile rather than marketing one app at a time. You can also explore other developers' work: http://kickfolio.com/explore

2. You can run live, interactive demos: http://kickfolio.com/examples/modest

Thanks for your feedback - it's a good reminder that we need to keep clear differentiators.

chrisnolet··on Show HN: landing pages for iOS apps with interactive, usable demos
Good feedback, thanks mate. I'm just wondering what kind of an icon we could implement - maybe a small iPhone-shaped watermark, perhaps even with a play button or cursor pointer inside of it?
chrisnolet··on Show HN: landing pages for iOS apps with interactive, usable demos
We limit the app demos to a 1 minute maximum, then the simulator resets. We figure this is probably enough to prevent people from abusing the free time. Also, if the developer has a data-driven app that could be exploited in under a minute, they don't necessarily need to upload a demo and could just stick with the screenshots to showcase their app. Do you think that's a good solution?

We've been in close touch with the Pieceable guys. We've been talking to them about how we can continue to run with the technology beyond the end of the year and we don't foresee any issues with continuing that integration or providing something similar. Good pick-up!

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