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Case study · Augmented reality

AR Furniture

A shopping app where the decisive feature is scale: furniture rendered at its true dimensions in the room it is destined for.

Published · In development

Engagement
Internal innovation project
Platforms
Android application
Role
Concept, engineering and 3D pipeline
Stage
Published, in development Verify before publishing
The AR Furniture app: a 3D sofa rendered at true scale in a real living room through the camera, with the catalogue browser and the move-and-resize controls.
Industry
Retail
Users
Furniture shoppers
Technique
On-device augmented reality
Platforms
Android
Role
Innovation build
Status
Published

01The business situation

The question is never what it looks like. It is whether it fits.

Buying furniture online means guessing. A photograph tells you the colour and the style, and nothing at all about whether the piece will clear the doorway or swallow the room. Our innovation team took that as the whole problem: not a prettier catalogue, but a way to see a piece at its real size, in the actual space, before committing.

Core challenge

Render 3D furniture at true physical scale in a live camera view, without the rendering cost making the app unusable.

Before

Shopping from photographs and a tape measure

  • Flat Photography
  • Guessed Dimensions
  • Manual Measuring
  • Returns

After

The piece placed at true size in the real room

  • Shopper
  • Real Room
  • 3D Model
  • Decision

AR Furniture App

02The system at a glance

One app. Four connected parts.

  • Product Catalogue Browse the available pieces
  • AR Placement View Put the piece in your room
  • Scale & Rendering True dimensions, live
  • Manipulation Move, rotate and resize
Core PlatformOn-device AR with dimension-accurate models
  • 3D Model Pipeline
  • Surface Detection
  • True-scale Rendering
  • Object Manipulation
  • Catalogue Browsing
  • Performance Tuning

03Workflow 01

Point the camera. Put it down. Walk around it.

The app finds a surface, places the selected piece on it at its real dimensions, and lets the shopper move around it. Everything else in the product exists to make that moment convincing.

Image placeholder The AR placement flow: surface detection in a real room, a 3D furniture piece placed on the floor at true scale, and the shopper viewing it from a different angle. assets/portfolio/ar-furniture/workflow-place.png · 16 / 11
  • Placed on real surfacesThe app detects the floor or table and anchors the piece to it rather than floating it in space.
  • True to its dimensionsModels are rendered at the physical size of the real product, which is the entire point.
  • Moved and resizedThe shopper can reposition the piece to compare placements before deciding.

04Workflow 02

Choosing the framework was the project.

The market offered several ways to render 3D on a phone and most of them either looked wrong or cost too much performance. The team built proofs of concept and chose on evidence rather than popularity.

  • Frameworks compared with proofsSeveral rendering approaches were prototyped before one was chosen.
  • Accuracy and performance togetherThe chosen approach had to render correctly without degrading the app.
  • One model, then manyA single piece was taken end to end first, and the catalogue widened once the pipeline held.
Image placeholder The 3D pipeline: a furniture model prepared at correct dimensions, its rendering in the app, and the catalogue of available pieces. assets/portfolio/ar-furniture/model-pipeline.png · 16 / 10
Image placeholder The product catalogue: available furniture pieces with the option to view each in augmented reality. assets/portfolio/ar-furniture/catalogue.png · 1 / 2.04

05Engineering behind the product

The system behind a convincing placement.

Augmented reality is unforgiving: if the scale is slightly wrong, everyone notices, and the product loses its only reason to exist.

  • AR framework evaluation

    Multiple rendering frameworks were prototyped before ARCore with Sceneform UX proved best on accuracy and performance together.

  • True-dimension rendering

    Models are prepared and rendered at the real product’s measurements rather than an arbitrary scale.

  • Surface detection and anchoring

    Pieces are anchored to detected floors and tables so they behave like objects in the room.

  • Object manipulation

    Placed pieces can be moved and resized while remaining correctly grounded.

  • Native Android implementation

    Built in Kotlin against the platform’s own AR capabilities for performance.

  • 3D asset pipeline

    Models are converted into the required format at correct dimensions before being added to the catalogue.

  • Performance tuning

    Rendering was optimised so model quality did not come at the cost of a usable app.

06Technical architecture

Under the hood

Several rendering frameworks were prototyped before ARCore with Sceneform UX proved best for accuracy without a performance cost.

Android

  • Kotlin

Augmented reality

  • ARCore
  • Sceneform UX

Assets

  • 3D models at true product dimensions

07Delivery journey

How the app was delivered.

  1. Concept

    Innovation team frames the idea

  2. Framework research

    Proofs of concept across options

  3. First model

    One piece taken end to end

  4. Business layer

    Catalogue and app structure

  5. Optimisation

    Scale accuracy and performance

  6. Catalogue expansion

    More models, refined interface

  7. Play Store release

    Published and iterating

The app is published on the Play Store and development continues toward the next stage. Dates and durations are withheld until confirmed. Verify before publishing

08Where it stands today

What the app brings together

  • Furniture rendered at true physical dimensions
  • Pieces anchored to real detected surfaces
  • Free movement and resizing in the live view
  • A catalogue browsable before placement
  • A validated framework choice backed by prototypes
  • A published Android application