XR AI Spotlight
XR AI Spotlight
XR AI Spotlight gives the stage to funders and makers pushing the boundaries of XR and AI. You will learn what happens when technology and creativity collide, how AI apps and XR tools are built and brought to market, the personal stories and workflows of leaders and creatives pushing the boundaries of what these 2 technologies can offer and the opportunities they unlock.
Choose your favorite podcast player
XR AI Spotlight

XR AI Spotlight

XR AI Spotlight gives the stage to innovators, technologists and creatives at the intersection between XR and AI. You will learn what happens when technology and creativity collide, how AI apps and XR tools are built and brought to market, the personal stories and workflows of leaders and creatives ...

Autodesk Is Going All In on XR and AI
XR AI Spotlight
Autodesk Is Going All In on XR and AI

Recent Episodes

July 29, 2026

Autodesk Is Going All In on XR and AI

Victor Perez is XR Sales Engineer at Autodesk, specializing in spatial computing, immersive experiences, and technical sales. In this episode he breaks down Autodesk's latest moves at the intersection of XR and AI, including Gaussian Splatting support in VRED (PLY and LCC formats), and the new streaming solution that connects high-end RTX workstations to the Apple Vision Pro via NVIDIA CloudXR with foveated streaming. Victor explains how automotive, fashion, and product design companies run week
July 22, 2026

Turning Tiny insects into Massive Gaussian Splatting

Dany Bittel is a Swiss digital artist and developer who pivoted his focus towards 3D scanning and Gaussian Splatting. In this episode, he walks through his remarkable workflow for creating photorealistic Gaussian splats of macro subjects, starting with live insects collected from his garden. He explains the full process, covers his software stack and the role of lighting in getting clean results. The conversation also explores the broader potential of Gaussian splatting for creative applications
July 1, 2026

Gaussian Splatting Hosting and Streaming Explained

Martin Piala, CEO and co-founder of Blurry, joins the show to break down what it actually takes to host, share, and scale Gaussian Splatting models on the web. With a background in building professional 3D infrastructure, Martin covers the practical decisions creators and studios face today: which file format to use and why raw PLY beats compressed versions for long-term flexibility, what splat counts push devices into trouble (hint: above 2.5 million), and how Blurry handles a 43 million splat,
June 24, 2026

Why XR Developers Are Winning With AI

Stijn is an #XR software engineer spending his days pushing the limits of what #AR glasses, WebXR, and generative AI can do together. He is one of the most prolific experimenters in the XR developer community, constantly sharing prototypes across Snap Spectacles, Meta Ray-Ban, Apple Vision Pro, and WebXR. In this episode, Stijn breaks down how he builds faster using AI-first workflows, he walks us through a real healthcare project based #GaussianSplatting on #VisionPro and why the glasses momen
June 17, 2026

How to start developing on Meta RayBan Display

Oscar Falmer, Wearable Developer Advocate at Meta joins the show to break down what it actually takes to build for the Meta Ray-Ban AI Glasses. With the display glasses SDK released recently, Oscar walks through the two development paths: the Device Access Toolkit for mobile app extensions with heavy AI processing, and the new lightweight web apps optimised for the display. He explains why AI-first developers and non-technical builders are better positioned than VR developers, how the monocular
June 10, 2026

Designing XR for Long-Term Distribution and Impact

Mike Golembewski is an interactive designer, researcher, and writer running MWG Design & Research, an independent consultancy focused on immersive media, artistic practice, and emerging technology. In this episode, Mike breaks down the structural challenges facing cultural XR, the category of immersive work that functions more like theatre or documentary than gaming. We cover why festival-premiered XR experiences rarely survive beyond their premiere, why platform stores like Meta and Steam are f