Domäne
XR: AR/VR/MR
Skill-Profil
3D math: linear algebra, quaternions, transformation matrices, projections
Rollen
2
wo dieser Skill vorkommt
Stufen
5
strukturierter Entwicklungspfad
Pflichtanforderungen
10
die anderen 0 optional
XR: AR/VR/MR
3D Graphics & Computing
17.3.2026
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Die Tabelle zeigt, wie die Tiefe von Junior bis Principal wächst.
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Understands basic 3D math concepts: coordinate systems, vectors, transformation matrices. Uses quaternions for rotation representation in Unity/Unreal. Works with the Transform API for object positioning. |
| XR Unity Developer | Pflicht | Uses basic 3D math in Unity: Vector3, Quaternion, Transform. Understands coordinate systems and transformations. Works with Mathf for calculations in XR scenes. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Fluently applies linear algebra in AR/VR development: dot/cross product, projection matrices, rotation interpolation (slerp). Solves spatial geometry problems: ray-casting, intersection tests. Understands the difference between Euler angles and quaternions. |
| XR Unity Developer | Pflicht | Fluently applies linear algebra in Unity XR: dot/cross product for spatial queries, Matrix4x4 for transformations, Quaternion.Slerp for smooth rotations. Implements ray-plane intersection for AR placement. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Develops mathematical algorithms for XR: spatial mapping, mesh reconstruction, ICP registration. Optimizes computations using SIMD instructions. Designs custom spatial data structures (octree, BVH) for XR scenes. |
| XR Unity Developer | Pflicht | Develops mathematical algorithms for XR: ICP for mesh alignment, spatial hashing, frustum culling. Optimizes mathematical computations through Unity Mathematics (math library) and Burst Compiler. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Defines mathematical approaches for XR products. Mentors the team on 3D math. Conducts reviews of mathematical algorithms. Builds a library of reusable math utilities. |
| XR Unity Developer | Pflicht | Defines mathematical approaches for XR product. Conducts review of mathematical algorithms. Mentors on 3D math for XR. |
| Rolle | Pflicht | Beschreibung |
|---|---|---|
| AR/VR Developer | Pflicht | Researches new mathematical approaches for XR (neural radiance fields, differentiable rendering). Defines the long-term strategy for spatial computing usage. |
| XR Unity Developer | Pflicht | Researches new mathematical approaches for XR (differentiable rendering, neural radiance fields). Shapes mathematical foundation for XR platform. |