This is a multi platform engine which helps You to define scenes that are synchronized through internet among the users who share the session.
As ApertusVR is not a framework, the plugin structure ensures an ease of use.
With ApertusVR You can create assets with ease, matching special requirements that your asset needs to fulfil, or You can embed our engine to your existing development giving a new feature to your application.
Your hardware requirements depend on the asset You plan to build with our engine. Of course the more complicated your asset is, the more computing power You have to deliver for your asset. This computing power defines your hardware requirement.
Not at the moment, but of course, we would like to support a wide range of display devices such as Oculus DK1,2 +Rift, HTC Vive, CAVE systems, industry standard AR glasses and mobile phone based VR-AR devices. Please keep an eye constantly on our rode map.
At the moment we are at the beginning of the project. Of course we will publish our rode map asap, but we also have to organise our resources so we will be able to deliver a constant speed in our development.
The core of the engine is coded in C++, which also determines the native interface (C++). Java script binding is also available , which gives You the opportunity to real-time “live code” your scenes through a Java script console, while You are inside the 3D scene.
The core of the engine is very sleek, so it can run on any device (desktop, notebook, tablet, mobile phone, even a Raspberry Pi3)
As ApertusVR is NOT a framework, You can embed our engine in to your existing development giving a new feature to your application or product. Due to the plugin structure the extensibility of the engine is easy and straightforward.
The source code of ApertusVR uses CMAKE. This gives You the opportunity to use an IDE or platform of your choice.
The 3D content format is indifferent for the ApertusVR engine core. ApertusVR engine includes a rendering plugin based on Ogre3D which can be used as a 3D display engine right away.
As the developers of the ApertusVR engine we believe to be the most capable to deliver fast development times, which also cuts the development costs. As a research group of the Hungarian Academy of Sciences, Institute for Computer Science and Control, Machine Perception Research Laboratory we are able to scale our development resources to the actual needs. We are able to invite experts of different IT fields from inside the institute to match the special requirements of the coming development tasks.
The ApertusVR team is a research group of the Hungarian Academy of Sciences, Institute for Computer Science and Control, Machine Perception Research Laboratory.