Florent Germain (@flgrm2) header
Florent Germain (@flgrm2) profile picture

Mixed Reality since 2014 - Director at Vuforia/PTC - Digital Thread Advisory Service. [email protected] https://xitter.gq/t.co/OVzcRYf2Iv

Joined February 2019
Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)Photo by Florent Germain (@flgrm2)
Florent Germain retweeted
The xz backdoor was the final part of a campaign that spanned two years of operations. These operations were predominantly HUMINT style agent operations. There was an approach that lasted months before the Jia Tan persona was well positioned to be given a trusted role.
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Florent Germain retweeted
A story in 3 acts :
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Florent Germain retweeted
Wondering what a spatial app like @youtubemusic could look like? 👉 Which app would you like to see spatialized next? Stay tuned for a design breakdown post and APK. #MetaQuest3 @MetaQuestVR #MadeWithUnity #SpatialComputing
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Today is the day! My performance in the Hall of Mirrors will be live on: W9 TV & RTL RADIO - 23.10 CET VR platform VRROOM – 23.15 CET YouTube and EBU stream following - 23.30 CET @RTLFrance @VRROOM_world @W9 @stanlarroque @CVSpectacles #versailles400 #virtualreality
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Florent Germain retweeted
My film solstice - 5 is now available on youtube!!: youtu.be/cntb3wcZdTw
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Florent Germain retweeted
How to create an Augmented Reality Scene Template in Unity with Vuforia like in Eyelnd Feevr Augmented Reality by @stuckonaneyelnd >> shop.iltopia.com << #madewithunity #animation #fyp #fypシ #EyelndFeevr #iltopia #augmentedreality #comics #iltopia
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Florent Germain retweeted
How do you collectively build a 500+ pieces Lego set with no instructions? CAD processed in Thingworx (IoT), @Vuforia Model Target for anchoring. The #AR app spatially positioned pieces and highlighted boxes to pick from, translating information from Thingworx into visual cues.
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Florent Germain retweeted
I just completed a splats inspired DX12/OpenXR particle demo that runs on both AMD and NVIDIA, with my 4090 running it at a whopping 2x2224x2160 @ 120 FPS I'm still processing the results, but the Quest 3/Vision Pro VR season is definitely going to be wild! [1/n]
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Florent Germain retweeted
After 2 years of occasional experiments with realtime fluid sim in AR, I've stumbled upon @ZibraAI which is so much better than anything else I tried. Finally some realistic volumetric flow sim than run on mobile. Combined with @Vuforia Model Target, it's incredibly compelling.
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Florent Germain retweeted
First video of LK-99 Full Levitation, aka flux-pinning This video was just posted to the Chinese video-sharing site BiliBili and claims to be a highly pure synthesized sample of LK-99. What is the physical phenomenon behind this and what does it mean? Levitation of superconducting materials is a phenomenon unique to what is called Type-II superconductors, and is an effect whereby magnetic field lines becomes 'trapped' as it passes through the material, providing the force needed to levitate. These are the popular images and videos of cryogenically-cooled discs floating above a magnet frequently seen online and in the pinned post on my profile. You can think of this like strands of hair being caught in gum - the gum is suspended in mid-air by adhering strongly to the hair as the hair passes through it. The hair in this case is magnetic field lines and the gum is the Type-II superconductor. Just like hair comes in individual strands, or in other words hair is 'quantized' or 'discrete', so is the flux trapped at the 'pinning centers' quantized in what are called 'magnetic vortices' - the quantization of pinned flux lines is a key property and distinguishing characteristic of Type-II superconductors (although technically can occur in Type-I superconductors if the material thickness is smaller than the London penetration depth, which is indeed very small - specifics for the physics nerds out there). Flux-pinning is entirely unique to superconductors and is also wholly distinct from the Meissner effect. It is not a property of diamagnets or diamagnetism. At @TRIUMFLab I contributed to flux-pinning studies in Niobium crystal superconducting radio-frequency cavities used for particle acceleration. In that application, trapped flux poses an issue by increasing the remnant surface resistivity of the cavity, which has the effect of decreasing its effective quality factor or Q-factor, which is a measurement of a resonators efficiency. SRF cavities typically have Q-factors of 10E10 and trapped flux at pinning centers reduces the maximum effective accelerating electric field used to drive charged particle bunches close to the speed of light. Flux pinning is thought to arise in some Type-II superconductors by small imperfections in the crystal, also called volume defects, that enable flux to penetrate the material. In SRF cavities an issue that arises is any magnetic field that is passing through the material, e.g. by the Earth's background field, can become pinned or trapped inside the cavity as it transitions into a superconducting state. See some attached plots in the comments from a study showing how the surface resistivity of SRF cavities increases the more there is a background field as the cavity transitions into superconducting state. This is the first video I am aware of that claims to show the flux-pinned levitation of a LK-99 sample. If this is in fact what is happening, then it is a very unique and promising finding of this new materials properties and potential for future study. If this is real then it is truly ground-breaking
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Florent Germain retweeted
Meissner effect or bust: Day 8.5 We made the rocks
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Alleged second #LK99 replication! Vid shows how the sample is apparently repulsed by both north and south pole of a permanent magnet. Reported to be again from Chinese researchers (from USTC).
Chinese Researchers from USTC claim to have replicated anti-magnetic and semi-levitating phenomena on Zhihu, a Chinese social media platform. The announcement was made on 2023-08-01 12:19 UST, shortly after a similar breakthrough by HUST. #USTC #Zhihu #LK99 #Levitation
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In the supplement video, it was clearly stated that ferromagnetism was not a possibility. @marshray targum.video/v/2023/8/1/41a0…? via @vidtranslator
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Florent Germain retweeted
Is this the first replication of #LK99? Folks, help. Here's the full text and video uploaded to twitter, enjoy 🫡 source in RT tweet, was just dropped on BiliBili by folks in 🇨🇳 full text translated by Targum.video The toothpick is pointing to the material we obtained, this black dot. And under the microscope, it looks like this on the screen. Let's zoom in a bit. This is an aluminum shed magnet. Then we place this aluminum shed magnet underneath its material to observe the reaction of the material. This can be directly extended underneath the material. Let's find the position. OK, found it. Adjust the focus. Our magnet is now directly below this sample, but it is far away. Now we slowly bring the magnet closer to this sample. You can see it standing up. Now let's move away from this sample. And then it falls down again. Let's bring it closer to this sample again. It stands up again. And then it falls down when we move away. Now let's change the direction of the magnet. And then put it underneath again. After it comes close, this sample piece stands up again. And then it falls down when we move away. And then it stands up again when we come closer. And then it falls down again when we move away. Now I'm going to directly change the direction underneath. You can see that after changing the direction, it is still magnetic. And then when we come closer, it stands up. And then when we move away, it falls down. And then when we come closer, it stands up again. And then when we move away, it falls down again. It stands up. It falls down. It stands up. It falls down. It stands up. Whether it's N-class or S-class, it has a magnetic force on this piece. It's magnetic.
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Florent Germain retweeted
The news is out! The @NANOGrav pulsar timing array collaboration has detected a background of cosmic gravitational waves rippling through our Universe! Let’s talk about it! (Full press conference tomorrow, nanograv.org/news/2023Announ…) 1/n
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Florent Germain retweeted
Fun editor tools help me a lot to stay motivated! #gamedev #indiedev #madewithunity #simulation
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Florent Germain retweeted
Required reading for XR designers: "If you haven’t spent 100 hours in VR, get a Quest 2 or 3 as soon as possible and try everything. It doesn’t matter if you’re a designer, or product manager, or a CEO, you need to get a Quest and spend 100 hours in VR."
Vision Pro mega-thread 1/5: My advice for designing and developing products for Vision Pro. This thread includes a basic overview of the platform, tools, porting apps, general product design, prototyping, perceptual design, business advice and more. Disclaimer: I’m not an Apple representative. This is my personal opinion and does not contain non-public information. Overview: Apps on visionOS are organized into “scenes”, which are Windows, Volumes, and Spaces. Windows are a spatial version of what you’d see on a normal computer. They’re bounded rectangles of content that users surround themselves with. These may be windows from different apps or multiple windows from one app. Volumes are things like 3D objects, or small interactive scenes. Like a 3D map, or small game that’s not immersive. Spaces are fully immersive experiences where only one app is visible. That could be full of many Windows and Volumes from your app. Or like VR games where the system goes away and it's all custom content. You can think of visionOS itself like a Shared Space where apps coexist together and you have less control. Whereas Full Spaces give you the most control and immersiveness, but don’t coexist with other apps. Spaces have immersion styles: mixed, progressive, and full. Which defines how much or little of the real world you want the user to see. User Input: Users can look at the UI and pinch like the demo videos show. But you can also reach out and tap on windows directly, sort of like it’s actually a floating iPad. Or use a bluetooth trackpad or video game controller. You can also look and speak in search bars, but that’s disabled by default for some reason on existing iPad and iOS apps running on Vision Pro. There’s also a Dwell Control for eyes-only input, but that’s really an accessibility feature. For a simple dev approach, your app can just use events like a TapGesture. In this case, you won't need to worry about where these events originate from. Spatial Audio: Vision Pro has an advanced spatial audio system that makes sounds seem like they’re really in the room by considering the size and materials in your room. Using subtle sounds for UI interaction and taking advantage of sound design for immersive experiences is going to be really important. Make sure to take this topic seriously. Development: If you want to build something that works between Vision Pro, iPad, and iOS, you'll be operating within the Apple dev ecosystem, using tools like XCode and SwiftUI. However, if your goal is to create a fully immersive VR experience for Vision Pro that also works on other headsets like Meta's Quest or PlayStation VR, you have to use Unity. Apple Tools: For Apple’s ecosystem, you’ll use SwiftUI to create the UI the user sees and the overall content of your app. RealityKit is the 3D rendering engine that handles materials, 3D objects, and light simulations. You’ll use ARKit for advanced scene understanding. Like if you want someone to throw virtual darts and have them collide with their real wall, or do advanced things with hand tracking. But those rich AR features are only available in Full Spaces. There’s also Reality Composer Pro which is a 3D content editor that lets you drag things around a 3D scene and make media rich Spaces or Volumes. It’s like Diet-Unity that’s built specifically for this development stack. One cool thing with Reality Composer is that it’s already full of assets, materials, and animations. That helps developers who aren’t artists build something quickly and should help to create a more unified look and feel to everything built with the tool. Pros and cons to that product decision, but overall it should be helpful. Existing iOS Apps: If you're bringing an iPad or iOS app over, it will probably work unmodified as a Window in the Shared Space. If your app supports both iPad and iPhone, it’ll look like the iPad version. You can use the Ornament API to make little floating islands of UI in front of, or besides your app, to make it feel more spatial. But that’s not something all existing apps get automatically. Ironically, if your app is using a lot of ARKit features, you’ll likely need to ‘reimagine’ it significantly as ARKit has been upgraded a lot. If you’re excited about building something new for Vision Pro, my personal opinion is that you should prioritize how your app will provide value across iPad and iOS too. Otherwise you're losing out on hundreds of millions of users. Unity: You can build to Vision Pro with the Unity game engine, which is a massive topic. Again, you need to use Unity if you’re building to Vision Pro as well as a Meta headset like the Quest or PSVR. Unity supports building Bounded Volumes for the Shared Space which exist alongside native Vision Pro content. And Unbounded Volumes, for immersive content that may leverage advanced AR features. Finally you can also build more VR-like apps which give you more control over rendering but seem to lack support for AR Kit scene understanding like plane detection. The Volume approach gives RealityKit more control over rendering, so you have to use Unity’s PolySpatial tool to convert materials, shaders, and other features. Unity support for Vision Pro allows for tons of interactions you’d expect to see in VR, like teleporting to a new location or picking up and throwing virtual objects.
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Florent Germain retweeted
Here’s some of the weird hand tracking stuff I’ve made. Can’t wait to port it for #AppleVisionPro
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Some of my work for @hellopogo who make AR & desktop/laptop tools for architects, builders, property owners/occupiers & their stakeholders. Geopogo's Magic Leap 2 app (Creator Pro) as UX Designer & Prototyper, Cities—a city visualization tool—as lead dev & UX designer. 🧵
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Florent Germain retweeted
Need a bit of help getting started with Zibra Effects? We prepared a new blog post to help you become more familiar with its core functionality. Read more here: zibra.ai/blog/zibra-effects-… #VFX #Unity #simulation
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