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AR Cloud

From VR & AR Wiki

AR Cloud (also written AR cloud or augmented reality cloud) is a persistent, machine-readable 3D map of the physical world, shared through cloud services, that lets augmented reality devices determine their position and orientation and lets virtual content stay fixed to real places across time, users and devices. Ori Inbar, co-founder of the Augmented World Expo and partner at the AR investment fund Super Ventures, coined the term in a September 2017 blog post written shortly after Apple shipped ARKit and Google announced ARCore.[1][2]

The idea has since been built out under many product names. Google offers Cloud Anchors and the ARCore Geospatial API, the latter backed by a Visual Positioning System (VPS) derived from Street View imagery.[3][4] Apple added Location Anchors to ARKit 4 in 2020.[5] Niantic launched Lightship VPS in 2022 and its successor company Niantic Spatial released VPS 2.0 in April 2026.[6][7] Microsoft's Azure Spatial Anchors ran from February 2019 until its retirement in November 2024.[8] The non-profit Open AR Cloud Association, formed in 2018, develops open standards and reference software so that such maps can interoperate.[9]

Reviewed 20 September 2026. Definition and coinage, provider launch and retirement dates, platform table, figures and quotations, and every cited source. About review dates.

Definition

Inbar's 2017 post described an AR Cloud as three things together: a persistent point cloud aligned with real-world coordinates, which he called "a shared soft-copy of the world"; the ability to localize against that copy instantly, from anywhere and on many devices; and the ability to place virtual content into the copy and interact with it in real time, on the device and remotely. He argued that AR would only reach mass adoption when experiences "persist in the real world across space, time, and devices", and called the resulting infrastructure potentially "the single most important software infrastructure in computing". The post credits several scientists with conceiving aspects of the idea since the 1990s and names no single originator.[1]

The same concept circulates under other names. Facebook called its version LiveMaps, described at Oculus Connect 6 in 2019 as a "multi-layer representation of the world" that crowdsources data from connected devices.[10] Niantic marketed its map as the "Real-World Metaverse" and later as a "Large Geospatial Model".[11][12] The Open AR Cloud Association frames its work as an "open spatial infrastructure" for location-based AR and "the spatial web".[13] A 2024 German-language book chapter on environmental information systems summarizes the AR-Cloud as an advance on AR that is expected to resolve the technology's fundamental localization problem.[14]

How it works

Mapping

An AR Cloud starts with a map of visual features that a camera can recognize. Providers build it in different ways. Niantic's map is built from scans submitted by users of its apps; once enough scans of a public place accumulate, the location becomes "VPS-Activated".[15] For each place Niantic builds a classical 3D map with structure-from-motion and, in addition, a neural map that compresses thousands of mapping images into a compact representation; the company says its scan data is distinctive because it is captured from a pedestrian perspective and includes places that cars cannot reach.[12] Google instead mines its Street View archive: deep neural networks identify recognizable features across billions of images and assemble them into a 3D point cloud that spans nearly all countries.[4] Apple's Location Anchors download a "localization map" of feature points visible from the street, derived from Apple Maps data, for the area around the user.[5] Facebook (now Meta Platforms) planned to gather first-person data for LiveMaps through its Project Aria research glasses, so that future AR glasses could download existing 3D data and only detect what has changed rather than scanning from scratch.[16] On headsets, smaller maps are made by the device itself: Magic Leap 2 must map a location with its Spaces application before it can localize there,[17] and Snap's Spectacles scan a Custom Location into a colored mesh plus a series of localization viewpoints.[18]

Localization

Localization is the step that aligns a device with the map. Niantic's documentation defines it as determining the six-degrees-of-freedom pose of a device relative to the map, with centimeter-level accuracy in seconds; motion blur, darkness or fog, dirty lenses and a poor connection all degrade it.[15] Google's Geospatial API sends camera pixels through neural networks that match recognizable elements against the Street View point cloud to compute position and orientation.[4] Google's engineers explained the motivation in 2019: in dense cities GPS signals reflect off buildings and can place a user on the wrong side of the street or blocks away, and compasses can be off by up to 180 degrees, so the company's "global localization" combines VPS, Street View and machine learning, filtering out temporary parts of the scene such as trees, changing light and construction before matching.[19] Apple runs the matching on the device: ARKit compares camera images against the downloaded localization map with on-device machine learning, and Apple stated at the 2020 announcement that no processing happens in the cloud and no images are sent to Apple.[5] Once a device has localized, ordinary SLAM-style tracking keeps it aligned; Magic Leap 2, for example, refreshes its localization every 10 seconds to correct drift.[17]

Anchors and content

Content is attached to the map through anchors. With Google's Cloud Anchors, the hosting device maps its surroundings from several angles to create a 3D feature map, which ARCore uploads to the cloud in exchange for a Cloud Anchor ID; another user who points a device at the same place has their camera features compared with the stored map to recover their pose relative to the anchor.[3] The Geospatial API takes a different route and lets developers place anchors by latitude, longitude and altitude, with variants that snap to terrain or to building rooftops, so that content can be authored for places the developer has never scanned.[4] Magic Leap stores anchors either on the device or in its AR Cloud, where they can be reached from different devices that have localized to the same space.[17]

Interoperability between such systems depends on shared coordinate conventions. The Open Geospatial Consortium's GeoPose 1.0 Data Exchange Standard, approved on 20 June 2022 and published on 8 September 2023, defines rules for exchanging the position and orientation of real or virtual objects in frames anchored to the Earth's surface.[20] The Open AR Cloud Association, which lists GeoPose among its milestones, also ratified a Spatial Content Discovery protocol in 2023 and released version 3.0 of its Open Spatial Computing Platform in 2024.[9]

Privacy

Because a localization map is a 3D reconstruction of a real place, storing it raises privacy questions. A 2019 paper by Microsoft researchers noted that localization systems rely on persistent 3D point clouds that can reveal sensitive scene information, and proposed replacing the point cloud with a "3D line cloud" that obscures the geometry while still allowing 6-DOF pose estimation.[21] Meta's Project Aria data-collection program used visible recording lights, a physical mute switch, encrypted storage, a three-day quarantine before researchers could access data, and automatic blurring of faces and license plates in public recordings.[16] The Open AR Cloud Association was founded in part to press for open standards, open data and user privacy rather than a map controlled by a single company.[2]

History

Origins and first startups (2017-2020)

Inbar's post appeared in September 2017, in the months after Apple introduced ARKit and Google announced ARCore.[1] A group of startups was already working on the problem. 6D.ai, founded in 2017, built real-time meshing and a crowd-sourced semantic 3D map that let content persist across sessions and devices.[22] London-based Blue Vision Labs built street-level maps and collaborative AR layers from smartphone cameras; Lyft bought it in October 2018 for a reported US$72 million plus up to US$30 million in milestone payments, mainly for its self-driving programme.[23] Scape Technologies, another London company with a "Visual Positioning Service" built from ordinary images and video, was acquired by Facebook in February 2020 for a reported US$40 million.[24] Niantic acquired 6D.ai in March 2020; chief executive John Hanke said the deal would help build "a dynamic, 3D map of the world" for "planet-scale AR experiences".[22]

Google's first step was Cloud Anchors, announced with ARCore 1.2 on 8 May 2018 as a way for several users on Android and iOS to share one synchronized augmented space, demonstrated in the drawing app Just a Line.[25][26] In February 2019 the company described global localization, the Street View-based VPS behind the AR walking directions that later shipped in Google Maps as Live View.[19][27] Persistent Cloud Anchors, which let content outlive the original session, moved from preview to wide availability with ARCore 1.20 on 6 October 2020; launch examples included the AR-message platform MARK, an AR tour of Changdeokgung Palace in South Korea and wayfinding at Stockholm Central Station.[28]

Microsoft's Azure Spatial Anchors entered service on 25 February 2019 as a cross-platform cloud anchor service for HoloLens, iOS and Android.[8][29] Facebook announced LiveMaps at Oculus Connect 6 on 25 September 2019 as the first step toward its own AR headset,[10] and in September 2020 introduced Project Aria, sensor-laden research glasses worn by employees and contractors to collect the first-person data needed to build it.[16] Apple joined at WWDC 2020 with Location Anchors in ARKit 4 and iOS 14: developers could place content at a latitude, longitude and altitude, and localization ran on devices with an A12 chip and GPS in the San Francisco Bay Area, New York, Los Angeles, Chicago and Miami at launch.[5]

The Open AR Cloud Association grew out of a June 2018 gathering at the Augmented World Expo in Santa Clara and launched formally at AWE EU in Munich on 18 October 2018, with Inbar on its governance board.[2] It describes itself as a volunteer-run association and by 2026 listed more than 300 members, over 60 partner organizations, four active testbeds and 15 open-source projects.[9]

Global-scale services (2022-2024)

Google launched the ARCore Geospatial API on 11 May 2022. It let developers anchor content by latitude, longitude and altitude in more than 87 countries where Street View exists, using what Google described as trillions of 3D points from Street View images; early users included Bird and Lime for e-scooter parking checks, Telstra and Accenture for navigation at Marvel Stadium in Melbourne, and DOCOMO and Curiosity for an AR game around Tokyo landmarks.[27] In May 2023 Google added the Streetscape Geometry API (building and terrain mesh within a 100 m radius), Rooftop anchors, a Geospatial Depth API reaching 65 m and a Scene Semantics API with twelve outdoor pixel classes, alongside the Geospatial Creator authoring tool for Unity and Adobe Aero.[30]

Niantic introduced Lightship VPS at its Lightship Summit in May 2022, with roughly 30,000 public VPS-enabled locations in San Francisco, London, Tokyo, Los Angeles, New York City and Seattle, a Wayfarer app for developers to scan new places, and a claim of centimeter-level localization from a single camera frame.[6] On 22 September 2022 it brought the system to the browser as Lightship VPS for Web on the 8th Wall platform, by then with more than 100,000 activated locations.[11] Magic Leap added an AR Cloud service for Magic Leap 2 in August 2023, raising the mappable area from a limit of five local Spaces of about 250 m2 each to more than 10,000 m2 for cloud-hosted Shared Spaces that several headsets can occupy at once.[31] Microsoft withdrew instead: on 28 November 2023 it announced that Azure Spatial Anchors would be retired on 20 November 2024, and the service is now listed as retired.[29][8]

In November 2024 Niantic researchers Eric Brachmann and Victor Adrian Prisacariu described the company's plan for a Large Geospatial Model trained on its map. At that point Niantic reported 10 million scanned locations, more than 1 million of them VPS-activated, roughly 1 million new scans per week, and more than 50 million neural networks trained in total; the post gave Pokémon Playgrounds in Pokémon GO as an example of content that stays in a place after a player leaves and is then visible to others.[12]

Niantic Spatial and VPS 2.0 (2025-2026)

In March 2025 Niantic sold its games business, including Pokémon GO, to Scopely for US$3.5 billion and spun the mapping business out as Niantic Spatial, led by John Hanke and capitalized with US$250 million (US$200 million from Niantic's balance sheet and US$50 million from Scopely).[32] Press coverage in March 2026 reported that the Large Geospatial Model had been trained on about 30 billion images captured by Niantic's game players over ten years, and quoted Niantic Spatial's Brian McClendon as saying the company could locate users precisely at "a million-plus locations around the world".[33] Niantic has said that scanning in its apps is optional and requires a player to visit a public place and choose to scan.[12]

On 7 April 2026 Niantic Spatial announced Scaniverse, a web and mobile capture platform that turns scans of anything from a single room to spaces of thousands of square meters into positioning maps, meshes and Gaussian splats, together with VPS 2.0, which provides 6DoF localization with near-centimeter accuracy in Scaniverse-mapped places and falls back to GPS-augmented 3DoF positioning elsewhere. The accompanying NSDK 4.0 targets Swift, Unity and native Android, with early ROS 2 support for robots; the company named robotics operators, energy, construction, logistics, the public sector and large venues as target customers.[7] Niantic Spatial's documentation currently lists NSDK release 4.1.0.[15]

Platforms and services

Provider Service Map source Introduced Status (September 2026)
Google Cloud Anchors (ARCore) Feature map scanned by the hosting device and uploaded to the ARCore API endpoint[3] May 2018; persistent anchors October 2020[25][28] Available on Android, iOS, Unity and Unreal Engine[3]
Google ARCore Geospatial API Street View imagery processed into a global 3D point cloud (VPS)[4] 11 May 2022[27] Available; Streetscape Geometry, Rooftop anchors and Scene Semantics added May 2023[30]
Apple Location Anchors (ARKit) Localization map derived from Apple Maps data, matched on the device[5] ARKit 4 and iOS 14, WWDC 2020[5] Part of ARKit; requires an A12 chip, GPS and a supported region[5]
Microsoft Azure Spatial Anchors Device-created anchors for HoloLens, iOS and Android[29] 25 February 2019[8] Retired 20 November 2024[8][29]
Niantic / Niantic Spatial Lightship VPS, now VPS 2.0 User-submitted scans built into per-location 3D and neural maps[12] May 2022; web version September 2022; VPS 2.0 April 2026[6][11][7] Available through NSDK and 8th Wall[15][11]
Magic Leap AR Cloud (Magic Leap 2) Headset scans merged into Shared Spaces[17] August 2023[31] Available; Shared Spaces above 10,000 m2[31]
Snap Custom Locations and City-Scale AR (Lens Studio) Spectacles scans; city maps for London, Downtown Los Angeles and Santa Monica[18][34] Documented in Lens Studio Available
Meta Platforms LiveMaps First-person data from Project Aria research glasses[16] Announced September 2019[10] Research program, not a public service
Open AR Cloud Association Open Spatial Computing Platform (OSCP) Open reference implementations, GeoPose coordinates[9][13] Architecture unveiled 2019; OSCP 3.0 in 2024[9] Open-source testbeds

Applications in VR and AR

The first mass-market use of a cloud localization map was pedestrian navigation: Google's global localization powers the Live View AR walking directions in Google Maps, which have been available since 2019.[19][27] Location-based games are the second: Niantic built its map through its own games and uses VPS to keep placed content, such as Pokémon Playgrounds, in a place for later visitors.[12] Shared multi-user AR, in which two or more people see the same virtual object in the same physical spot, is the use case Google demonstrated with Cloud Anchors in 2018 and Magic Leap targets with its Shared Spaces.[26][31] Google's launch partners in 2020 and 2022 covered station wayfinding, palace tours, stadium navigation, an AR nature series tied to a Netflix programme, and parking verification for shared e-scooters.[28][27]

Providers have also aimed the maps at machines. Meta's original argument for LiveMaps was that AR glasses with a shared map could download existing 3D data and detect only changes, reducing the work each device must do.[16] Niantic Spatial now pitches VPS 2.0 and its Large Geospatial Model to robotics operators and industrial customers alongside AR developers.[7] Lyft's purchase of Blue Vision Labs was likewise motivated by mapping and localization for autonomous vehicles rather than by AR.[23]

The Open AR Cloud Association argues that proprietary environments create interoperability problems for location-based AR and offers open visual positioning and content-discovery services as an alternative.[13] The retirement of Azure Spatial Anchors, announced with 12 months' notice, illustrates the dependency risk for applications built on a single vendor's anchor service.[29]

Research

Persistent, shared AR has been studied in human-computer interaction as well as computer vision. Blocks, a mobile app described in a 2019 paper by Anhong Guo and colleagues, let people co-create AR structures that persist in the physical environment, synchronously or asynchronously and whether co-located or remote; a series of lab and field studies with more than 160 participants found that users preferred synchronous collaboration with co-located partners and were most engaged when creating structures without temporal or spatial constraints.[35] In computer vision, Speciale and colleagues framed privacy-preserving localization as an open problem for AR and mixed reality systems whose maps are stored persistently.[21] Niantic's researchers describe the Large Geospatial Model as a way to connect the many local models in its map into a single system that can reason about places it has not seen in full.[12] The Open AR Cloud Association presented a tutorial on interoperable location-based AR at UbiComp 2025 and maintains open-source reference implementations, including an open visual positioning service delivered in 2025.[13][9]

See also

References

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  2. 2.0 2.1 2.2 Jan-Erik Vinje (2018-10-18). "Starting the Open AR Cloud journey". openarcloud. Medium. https://medium.com/openarcloud/starting-the-open-ar-cloud-journey-9353c37e7542. Retrieved 2026-09-20.
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  20. Carl Stephen Smyth (editor) (2023-09-08). "OGC GeoPose 1.0 Data Exchange Standard". Open Geospatial Consortium. https://docs.ogc.org/is/21-056r11/21-056r11.html. Retrieved 2026-09-20.
  21. 21.0 21.1 Speciale, Pablo; Johannes L. Schönberger; Sing Bing Kang; Sudipta N. Sinha; Marc Pollefeys (2019). "Privacy Preserving Image-Based Localization". 2019 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). https://www.microsoft.com/en-us/research/publication/privacy-preserving-image-based-localization/.
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  29. 29.0 29.1 29.2 29.3 29.4 Josef Erl (2023-11-28). "Microsoft is set to retire Azure Spatial Anchors". MIXED. https://mixed-news.com/en/microsoft-is-set-to-retire-azure-spatial-anchors/. Retrieved 2026-09-20.
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  33. Jaron Schneider (2026-03-16). "Pokémon GO Players Helped Build a 30 Billion AR Image Map of the World". PetaPixel. https://petapixel.com/2026/03/16/pokemon-go-players-unknowingly-helped-build-a-30-billion-ar-image-map-of-the-world/. Retrieved 2026-09-20.
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  35. Guo, Anhong; Ilter Canberk; Hannah Murphy; Andrés Monroy-Hernández; Rajan Vaish (2019). "Blocks: Collaborative and Persistent Augmented Reality Experiences". Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, vol. 3, no. 3. doi:10.1145/3351241.