While Extended Reality (XR) is a rapidly expanding medium, it has a long and rich history that has yet to be preserved. Immersive Archive aims to preserve the history of XR by conducting extensive research, collecting artifacts, and developing digital simulations of seminal XR works in history on modern XR platforms such as Meta Quest headsets. As the principal engineer of this project, I developed several experiences as well as integrated the work of other developers and creatives on the team. My proudest achievement in this project is creating a Mesh-to-Line tool that can automatically convert 3D models into retro vector line graphics which can be used to performantly simulate the look of early VR headsets whilst seamlessly integrating into the modern 3D modeling workflows the art team uses. Check out the Immersive Archive website linked below.
Mesh-to-Line works by analyzing and extracting the silhouette and crease edges of a 3D model. It uses the Edge Buffer algorithm for silhouette edge detection and normal vector voting algorithm for crease edge detection. If you are interested in learning the technical details of this tool, please check out the technical paper linked below. Open-source release of Mesh-to-Line coming soon.