Wszystkie zastosowania

AI Image to 3D for VR and AR

Turn a real-world photo into a lightweight AR or VR-ready model in about a minute, exported straight to the formats mobile AR and headset apps expect.

AR and VR export pair
USDZ+GLB
AR and VR export pair
photo to placeable asset
~60s
photo to placeable asset
max source photo size
10MB
max source photo size

AR content needs real 3D, not just images

Placing a real-world object into an AR scene or a VR environment requires actual geometry, not a flat billboard, and building that geometry by hand for every asset an app needs is slow work that most AR and VR teams cannot afford at content scale. Small studios building furniture placement demos, museum guides, or training scenes often end up reusing a thin library of stock assets that never quite match the real object.

A photo becomes a placeable AR asset

Hyper3D reconstructs a textured, lightweight mesh from a single photo and exports it directly as USDZ and GLB, the two formats that cover Apple AR Quick Look and most WebXR or Unity XR pipelines. A design or content team can go from a reference photo to an asset placed in a scene the same day, without commissioning a custom 3D model for every object the experience needs.

Where the asset gets placed

Apple AR Quick Look

Export USDZ and link it directly; iOS Safari opens AR Quick Look natively with no app install, placing the object in the user's real room.

Meta Horizon / WebXR

GLB loads into WebXR scenes and Horizon Worlds asset pipelines, giving a lightweight object to place inside a headset experience.

Unity XR

Import the GLB through Unity's glTF support and drag it into an XR Interaction Toolkit scene for headset or handheld AR prototyping.

8th Wall

GLB assets drop straight into an 8th Wall scene for browser-based markerless AR, no native app required for the end user.

From photo to placed AR object

Capture the object

Photograph the real object in good even light, since AR viewers render it against the user's actual environment where lighting mismatches stand out.

Generate the asset

Upload the photo to Hyper3D and export both USDZ and GLB, covering Apple AR Quick Look and WebXR or engine-based pipelines together.

Set real-world scale

Rescale the asset in your engine or scene editor to match the real object's dimensions before placing it, since export scale is arbitrary.

Place in the scene

Add the asset to your AR Quick Look link, WebXR scene, or Unity XR project and test placement against a real surface before shipping.

Building AR and VR content from single-photo assets

AR and VR rendering is unusually sensitive to two things a single-photo reconstruction handles imperfectly: real-world scale and lighting consistency. The mesh comes out at an arbitrary size, so every asset needs an explicit rescale against a measured real-world dimension before it goes into a scene, or a chair will place at the size of a shoebox. Texture is baked from the source photo's lighting, which will not match the ambient light of wherever the AR session actually runs, so keep textures fairly neutral rather than shooting reference photos under strongly colored or directional light.

Polygon count matters more here than in most 3D workflows, since mobile AR and standalone headsets both run on constrained hardware: decimate any object headed for a WebXR or Quick Look scene down to a few thousand triangles unless the object is a clear visual focal point. Single-image reconstruction is a strong fit for content-scale asset production, museum pieces, furniture catalogs, training props, but a poor fit for anything that needs precise hand-tracking interaction geometry or physically accurate collision, where a modeled or scanned asset is still the safer choice.

  • Always rescale to a measured real-world dimension before placing an asset in an AR or VR scene.
  • Shoot reference photos under neutral lighting; baked texture will not match the session's ambient light.
  • Decimate to a few thousand triangles for mobile AR and standalone headsets unless the object is a focal point.
  • Export USDZ and GLB together to cover Apple AR Quick Look and WebXR or engine pipelines from one photo.
  • Reserve hand-tracking interaction geometry and physical collision meshes for modeled or scanned assets.

Najczęstsze pytania

Wszystko, o co pytają przed zamianą zdjęcia w model 3D.

3 free generations per hour, no account or sign-up needed, which is usually enough to prototype a small AR or VR scene in a single session.

Zamień swoje zdjęcie w model 3D

Za darmo, bez konta i z plikiem GLB do pobrania w niecałą minutę.