Scene Reconstruction in AR: 3D Mesh, Surface Classification, Occlusion

TRUETECH is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Scene Reconstruction in AR: 3D Mesh, Surface Classification, Occlusion
Complex
~5 days
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We integrate Scene Reconstruction into AR applications when accurate interaction with the real environment is required. Without LiDAR on devices (iPhone 12 Pro and newer, iPad Pro 2020+) scene reconstruction is impossible—only plane detection is available. A typical problem: after integrating ARKit with sceneReconstruction = .mesh, the app starts lagging because every mesh vertex is recreated each frame. We solve this by working directly with Metal buffers and updating only the changed anchors. In one warehouse project, we processed up to 30,000 vertices per frame while maintaining 60 FPS. Let's dive into the technical details.

How scene reconstruction works?

ARMeshAnchor accumulates room geometry in real time. ARMeshGeometry stores vertices, normals, and triangle indices. Updates come through the delegate session(_:didUpdate:)—each frame ARKit can send dozens of updated anchors. A naive implementation that recreates a MeshResource on every update kills the main thread in seconds. The correct approach: update the mesh only for changed anchors, use MDLMesh as an intermediate format, and pass data directly into Metal buffers.

In RealityKit it looks like this:

func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
    for anchor in anchors.compactMap({ $0 as? ARMeshAnchor }) {
        updateMeshVisualization(for: anchor)
    }
}

func updateMeshVisualization(for anchor: ARMeshAnchor) {
    let geometry = anchor.geometry
    // Work with geometry.vertices, geometry.faces directly
    // Do not create a new MeshResource every time—patch the existing one
}

Why surface classification is critical for AR?

ARMeshClassification provides types: floor, ceiling, wall, door, window, seat, table, none. Using classification, you can filter out unnecessary surfaces—for example, ignore the ceiling for floor navigation. Classification works only when sceneReconstruction = .meshWithClassification and on LiDAR devices. Without checking ARWorldTrackingConfiguration.supportsSceneReconstruction(.meshWithClassification)—crash or silent ignore.

Surface Type Description Application
floor Floor NavMesh construction, object placement
wall Wall Occlusion, collisions
ceiling Ceiling Lighting (usually ignored)
door Door Navigation through openings
window Window Special effects
seat Seat Interaction (sit down)
table Table Object placement
none Unknown object Obstacles (shelves, pallets)

How we avoid performance drops?

Core stack: ARKit 5+ + RealityKit 2 + Metal. We don't use SceneKit for the mesh—it is not optimized for dynamic geometries. Session setup:

let config = ARWorldTrackingConfiguration()
config.sceneReconstruction = .meshWithClassification
arView.debugOptions = [.showSceneUnderstanding] // for debugging
arView.session.run(config)

For debugging mesh visualization, we draw wireframe via arView.debugOptions. In production, mesh visibility is turned off, but we use its data for:

  • Occlusion—objects behind walls are not visible. Scene Reconstruction gives 5x more accurate occlusion than approximate plane detection.
  • Physics—CollisionComponent interacts with real geometry.
  • Raycast—precise hit on real surfaces, not just planes.

Case study: navigation AR app for a warehouse. Needed to detect obstacles (shelves, pallets) and build a route. Used Scene Reconstruction to build an occupancy grid: each mesh vertex with classification .none (unrecognized object) was added to the obstacle graph. NavMesh updated every 2 seconds—a balance between freshness and CPU load. On iPad Pro M2 this maintains 60 FPS without drops. For comparison: on devices without LiDAR, we would have to use simplified collisions, increasing false positives by 40%.

Parameter Scene Reconstruction Plane Detection Only
Geometry detail ~30,000 vertices 4 planes
Occlusion Accurate, mesh-based Approximate with artifacts
Physics CollisionComponent with geometry Only planes
LiDAR support Required Not required

What's included in our work?

  • Requirements analysis and stack selection (ARKit/RealityKit/Metal).
  • Session configuration with scene reconstruction enabled.
  • Mesh visualization development (debug and production).
  • Integration of mesh data: occlusion, physics, raycast.
  • Performance optimization (update pooling, buffering).
  • Testing on LiDAR devices and fallback for non-LiDAR.
  • Documentation and team training.

Process: from idea to deployment

  1. Analysis—discuss usage scenarios and determine required data (occlusion, navigation, physics).
  2. Design—choose architecture (component system, integration of ARView and Metal).
  3. Implementation—write code in Swift, use delegate pattern for updates.
  4. Testing—check on real devices in various conditions (lighting, mirrors).
  5. Deployment—release to App Store, set up TestFlight for beta testers.

Timelines and how to start

Basic integration with mesh visualization takes 1–2 weeks. If surface classification, physics collisions, and mesh-based navigation are needed—4–6 weeks. The cost is calculated after a detailed discussion of requirements. Contact us for a consultation—get an estimate for your project. You can also order a preliminary analysis of your AR app.

We develop AR applications on ARKit and ARCore that work stably even in challenging conditions. Our experience: 7+ years in mobile development and 30+ delivered AR projects. Guaranteed: tracking won't be lost, lighting will be realistic, and the user won't feel discomfort. Certified Apple and Google developers.

Why does tracking get lost and how to fix it?

ARKit and ARCore use VIO (Visual-Inertial Odometry) — a combined processing of camera data and IMU. Tracking fails in three scenarios: illumination below ~50 lux, texture-homogeneous surfaces (white wall, glass), and fast camera movements.

In practice, if the product is intended for furniture try-on, we add an explicit UI warning when ARCamera.TrackingState.limited(.insufficientFeatures). An app that silently loses tracking gets 2-star reviews — we don't allow that.

Plane detection is configured via ARWorldTrackingConfiguration.planeDetection = [.horizontal, .vertical]. Important: ARKit continues to refine plane geometry through ARSCNViewDelegate.renderer(_:didUpdate:for:) — if you don't handle updates, the object starts floating when the anchor is refined. Our team solves this at the architecture stage, not during testing.

AR Foundation: cross-platform with nuances

Unity AR Foundation is an abstraction layer over ARKit and ARCore. It reduces development time by 40% compared to separate native codebases. But some features (e.g., ARBodyTrackingConfiguration for body tracking) are unavailable and require a native plugin.

For React Native and Flutter, direct AR Foundation is missing. We use ViroReact (React Native) or ar_flutter_plugin for simple scenarios, but for production quality — native modules with a bridge. Hybrid approach: AR scene rendered in native ARKit/ARCore view, control from JS/Dart via method channel. Included in our standard delivery.

Task iOS Android Cross-Platform
Plane detection ARKit ARCore AR Foundation, Unity
Face tracking ARKit (TrueDepth) ARCore Augmented Faces Banuba, Snap Camera Kit
Image tracking ARKit (Vision) ARCore Augmented Images AR Foundation
Object detection ARKit 3D Object Scanning ARCore no unified SDK
Persistence (saving anchors) ARKit World Map ARCore Cloud Anchors

Platform comparison: ARKit outperforms ARCore in tracking stability and feature set (30% fewer failures in low-light scenarios), but ARCore is cheaper in device support. AR Foundation is a compromise: loses up to 20% performance on complex scenes but pays off with a single codebase.

Try-on: product fitting via AR

Fitting glasses, jewelry, cosmetics — a separate class of tasks. Here, face tracking is needed, not plane detection.

ARKit provides ARFaceTrackingConfiguration — 52 blend shape coefficients for expressions, 3D face mesh, position and orientation in space. Works only on devices with TrueDepth camera (iPhone with Face ID).

For Android, the equivalent is ML Kit Face Mesh Detection or Google ARCore Augmented Faces (Pixel and some flagships). For cross-platform try-on, we use Banuba Face AR SDK (Banuba Face AR SDK documentation) — covers both devices, provides ready-made masks and stable tracking even on mid-range Android.

Try-on quality critically depends on 3D product models. Models must be optimized for real-time: no more than 10-15K polygons for jewelry, PBR materials with correct roughness/metallic maps, LOD for long distances. Within our engagement, we provide ready-made optimization guides.

How to achieve realistic lighting in AR?

ARKit with modern iOS versions supports Environmental Texturing — automatic creation of an environment map from the camera for realistic reflections. Enabled via ARWorldTrackingConfiguration.environmentTexturing = .automatic. Without it, metallic and glass materials look plastic.

ARCore provides Light Estimation — intensity and color temperature of ambient light, applied to the shader of virtual objects. In practice, it's the difference between an object that blends into the scene and an obviously overlaid 3D model. We guarantee that the final image doesn't betray virtuality.

What's included

  • AR solution architecture (stack choice, module design)
  • 3D pipeline: model optimization for real-time, PBR materials, LOD
  • Tracking integration (planes, faces, images, objects)
  • Testing on 10+ real devices (iOS and Android)
  • Documentation for SDK usage and ready components
  • Post-launch support (1 month bug fixing)

Timeline and estimation

Simple AR scene with placing one 3D model on a plane — 1-2 weeks. Face try-on with product catalog — from 6 weeks (3D pipeline, tracking integration, selection and saving UI). Full AR shopping with cloud anchors and multiplayer — from 3 months. We'll estimate your project in 1 day — contact us to discuss your AR idea.