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Hexa raises $20.5M to turn images into 3D objects for VR, AR and more

TechCrunch

Hexa , a 3D asset visualization and management platform, today announced that it closed a $20.5 After all, the company was once one of the world’s largest smartphone manufacturers — not exactly entrenched in the 3D modeling space. They also can manage and assess the impact of their 3D content through our platform.”

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Epic Games acquires Sketchfab, a 3D-model sharing platform

TechCrunch

New York-based startup Sketchfab has been acquired by Epic Games , the company behind Fortnite and Unreal Engine. Sketchfab has been building a platform to upload, download, view, share, sell and buy 3D assets. Essentially, it is the leading repository for 3D files on the web. Epic Games isn’t disclosing the terms of the deal.

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South Korea’s RECON Labs raises $4.4M to help shoppers visualize products by creating 3D models in AR   

TechCrunch

According to a recent survey of 16,000 Snapchat users in 16 markets, 92% of Gen Zers want to use AR and VR for online shopping. Retailers can save time and costs by using PlicAR without building their own 3D modeling platform, he added. RECON Labs claims it has more than 10,000 products that are 2D converted into 3D content.

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Vectary, a design platform for 3D and AR, raises $7.3M from EQT and BlueYard

TechCrunch

Vectary , a design platform for 3D and augmented reality (AR), has raised a $7.3 Vectary makes high-quality 3D design more accessible for consumers, garnering over one million creators worldwide, and has more than a thousand digital agencies and creative studios as users. Google wakes up from its VR daydream. million Series A.

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Top 7 Gaming Trends and Technologies in 2024

Openxcell

Technology trends in the gaming industry are growing rapidly due to robust digital transformations. According to Grand View Research, the video game market is expected to reach USD 583.69 It’s all thanks to the newest gaming technologies shaping the future of gaming. billion by 2030. Another example is Twelfth Man.

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Quality Assurance Approach towards Virtual Reality (VR)

Perficient

Virtual Reality Virtual Reality (VR) is an immersive media experience replicating either a real or imagined environment and allowing users to interact with the environment. Unlike the conventional user interface of displaying content on a screen, VR immerses a person to interact in a digital 3D environment.

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Power Immersive, Engaging, Impactful Learning Experiences with AR/VR

Trigent

But with Virtual Reality (VR) and Augmented Reality (AR) coming into the picture, things have changed radically for the education sector. We are treading into an era of experiential learning driven by AR/VR. Propelling-immersive-learning-with-AR-VR. from USD 85,818 million in 2020 to USD 181,265 million by 2025.

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