How to Develop a Mobile App for a Virtual Exhibition?
A physical exhibition in Milan gathered 3,000 visitors in 5 days. The mobile app with a virtual exhibition that we developed serves 30,000 people in the same period without renting a hall. The challenge goes beyond 3D models — we deliver a spatial experience: navigation through halls, context of exhibits, the ability to examine a detail up close.
Virtual halls are modeled in Blender or SketchUp, exported as glTF. For iOS we convert to Reality file via Reality Composer Pro with baked lighting; otherwise real-time PBR is too heavy for a large hall. For Android we use glTF 2.0 with the KHR_lights_punctual extension via Filament renderer. Textures are compressed to KTX2 / ETC2 (Android) and ASTC (iOS) to reduce VRAM. Lightmap baking in Blender is mandatory — mobile GPUs cannot handle dynamic shadows for complex geometry.
Exhibits in 3D: photogrammetry (RealityCapture, Meshroom) for physical objects — we scan with 50–200 photos to get a photorealistic mesh. For 2D art: high-res photos on SCNPlane with emissive material (light-independent, accurate colors). We use a hybrid approach: the core feature is a 3D walk-through with an optional AR mode for specific exhibits. This yields 50x more audience reach than VR headsets.
How to Choose the Format: AR, VR, or 3D Viewer?
| Format | Hardware | Immersion | Accessibility | Use Case |
|---|---|---|---|---|
| AR | Smartphone with ARKit/ARCore | High | Medium (requires support) | Individual objects |
| VR | VR headset | Max | Low (expensive equipment) | Full immersion |
| 3D Walk-through | Any smartphone | Medium | Max | Mass audience |
We choose a hybrid approach as a compromise between reach and immersion. For mass-audience events, a 3D walk-through works best — it can be opened on any device without installation, unlike VR requiring expensive headsets. AR mode is added as an option for key exhibits.
How Is Navigation and Interactivity Organized?
Movement through the hall: a virtual joystick on screen (left — movement, right — camera rotation) — a gamer standard but unfamiliar to a broad audience. An alternative for cultural projects: tap-to-move (tap on the floor — the character walks to the point), waypoint navigation (list of halls, automatic camera). We often implement both modes with a toggle.
Exhibit close-up: tap an object → pop-up info card → button "Examine" → transition to isolated view with orbit camera (orbit controller, pinch zoom, rotation). In isolated view we add audio guide: AVAudioPlayer plays MP3 based on exhibitId.
AR mode for specific exhibits: from isolated view — button "View in AR". Standard ARKit placement flow. Return to the virtual hall.
How We Build the Virtual Tour
- Analyze client content: photos, videos, 3D models, descriptions.
- Model virtual halls in Blender with baked lighting.
- Convert exhibits via photogrammetry or high-res photos.
- Develop the app with navigation, info cards, audio guide, and AR.
- Integrate Firebase analytics and social sharing.
- Test on 10+ devices, publish to App Store and Google Play.
Social Features and Analytics
A virtual exhibition without data is a missed opportunity. We track: exhibit_viewed, exhibit_time_spent, audio_guide_played, ar_mode_used, exhibit_shared. Firebase Analytics or Amplitude. Heatmap of exhibit popularity for the curator.
Sharing: screenshot with the exhibit + exhibition name → UIActivityViewController → Instagram, WhatsApp, and other messengers. Server-side OG card generation for URL sharing.
What Quality Guarantees Do We Offer?
Every project goes through a full cycle: from content audit to post-release support. All apps are tested on 10+ devices with different OS versions. We comply with the App Store Review Guidelines (Sections 4.2, 5.1) and Google Play Developer Policy. Our team has delivered 15+ such projects for Russian and international clients.
What's Included in the Work?
Development includes content audit, 3D modeling of virtual halls with baked lighting, content pipeline (photogrammetry, texture processing, export to glTF/Reality), native iOS and Android development, integration of navigation, audio guide, AR mode, analytics and sharing, content population, testing, and store publication complying with all guidelines. Post-release we provide one month of technical support.
How We Estimate Timelines and Budget
| Stage | Duration | Outcome |
|---|---|---|
| Content audit | 1-2 weeks | List of exhibits, format |
| Hall 3D modeling | 2-4 weeks | glTF/Reality files |
| App development | 4-8 weeks | Beta version |
| Content population & testing | 2-4 weeks | RC version |
| Publication & support | 1-2 weeks | Store release |
The budget is calculated individually based on content volume and functionality. Savings on rental and logistics can reach 70% compared to a physical exhibition. Contact us for a project assessment — we'll prepare a custom proposal. Book a consultation to discuss the details.







