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Really enjoyed reading this. The process is really explained well including all the fun rabbit holes and unexpected pitfalls on launch day, and the technical st
by zaroth 9y ago
Really enjoyed reading this. The process is really explained well including all the fun rabbit holes and unexpected pitfalls on launch day, and the technical steps to overcome.
Interesting limitations to work around such as vertical planes vs horizontal, and focal length.
Not at all surprised they saw better performance with almost immediate payback by training models on their own $1,200 hardware than running in the cloud.
Very interesting they trained their own character recognition model and not only that but built their own custom crowd-sourced image labeling system complete with accuracy checks and review screens.
Overall, fantastic write-up!
- yeldarb 9y ago"They" haha :P I was surprised to read that IKEA had 70 employees working on their ARKit app! (https://twitter.com/DanielZarick/status/917472837295837185 https://twitter.com/DanielZarick/status/917472837295837185) This whole thing (including the backend tools) took me about the equivalent of 1 month of full-time work (I was doing it mostly nights & weekends though since our games are what pay the bills). I brought in one of my (excellent) designers from Hatchlings a couple days before launch to make the cool grid "scanning" animation and to do our branding and logo.
- Someone 9y agoOnly 70? I can see lots of work creating accurate (in size and in colors) 3D models of every item in their catalog that look good, and maybe even more discussing with management whether the current model accurately portrays the product. I don’t know whether the functionality is present (last time I checked, the app wasn’t available in ‘my’ App Store), but integrating the app with their inventory system(s) and translating it also can’t be free.
- kemayo 9y agoThey have some in-store kiosks for building mocked up rooms already, which would plausibly have some usable assets there.