iamgtma
Splatr · Explorable 3D heritage

Turning real places into 3D tours you walk through in a browser.

Splatr started as my master's research at Leeds and runs as a working product today. It takes ordinary photos or video of a real place and turns them into a 3D tour you can capture, clean up and publish without ever leaving the browser. Below is the problem I set out to solve, the two people I designed for, and the product that came out of it.

Role
Founder & product designer
Context
MSc research, University of Leeds
Type
0→1 platform · Working MVP
Built for
UK museums, galleries & heritage sites
The problem

Capturing a place in 3D was never the hard part. Everything after it was.

The technology to scan a site into 3D already worked. The trouble started the second the capture finished: the data landed on a local drive, openable only in heavy desktop software most heritage teams don't run. So preservation was happening. Seeing it wasn't.

01

The bottleneck

Quality 3D is slow, costly and technical to produce. Most heritage teams can't make it at all.

02

The access gap

What does get digitised gets locked in an archive. The public it was made for never sees it.

03

The experience gap

Even when a model exists, it feels like a file, not a place. People rotate it once and move on.

The first gap is an engineering problem. The other two are a design problem, and closing the distance between a captured place and a person is the part I owned.

Who it's for

Two very different users, on either side of the same distance.

On one side, the people who can't get to the place. On the other, the institutions trying to save it before it's lost. Splatr is the bridge, so I mapped both before designing anything.

The bridge

Save the place, and open it to everyone who can't be there.

The people we open it to

Anyone kept from heritage by more than the price of a ticket.

Too far to travel

Students and the curious an ocean away from the collection they're learning from.

Priced out

People who can't fund the flights and fees a site in another country asks for.

Health keeps them home

Visitors who can't make the trip, so the place has to come to them instead.

Less mobile

Elderly and disabled visitors for whom stairs and distance quietly close the door.

The institutions who hold it

Museums and heritage bodies racing to protect what they hold.

Safeguard what's fragile

A 3D record outlasts war, fire, climate and the slow wear of over-tourism.

Widen access

Reach audiences far past the museum gate without moving a single artefact.

Teach and research

One capture reused across classrooms, scholarship and conservation.

Sustain the work

Virtual visits and experiences help fund the preservation that made them.

The approach

So I moved the entire journey off the desktop and into one browser tab.

Raw capture goes in, a live, shareable tour comes out, all in the same tab. That collapses a workflow that used to sprawl across local drives and desktop software into something a museum team can actually run. Three principles held it together.

01

Hide the hard part

Reconstruction is genuinely complex. None of that should reach the person using it, so the hard decisions happen underneath a single, plain choice.

02

Put people inside the place

The published tour behaves like a game: first person, walk where you like, with sound and light reacting as you move. Exploring should feel like being there.

03

One model, many jobs

The same capture tells a story to a visitor and gives a conservator exact, real-world measurements. One asset, two very different jobs, no rebuild.

The product

The screens I designed.

Two surfaces: the public site that explains Splatr, and the app where a place actually becomes a 3D tour.

The app
Login screen
Login screen
Dashboard
Dashboard
Upload assets
Upload assets
Tiled image viewer
Tiled image viewer
The four parts

Capture, explore, measure, edit.

01

Tell it what you're capturing. It handles the rest.

Every other 3D tool makes you understand reconstruction before you can begin. I turned it into one choice: a room, an object, or a site. That single pick reconfigures the whole pipeline underneath, from how images are aligned to how you'll move through the result, so nobody touches a setting they don't understand.

Tell it what you're capturing. It handles the rest.
Choosing a capture type. One choice tunes the entire reconstruction.
What that one choice quietly reconfigures behind the scenes.
What that one choice quietly reconfigures behind the scenes.
02

You walk through it. You don't orbit it.

A normal viewer holds the place at arm's length while you spin it around, and that was the exact feeling I needed to kill. Here you drop in at eye level and walk, with an orbit mode a tap away for circling a single object. It runs the same on a phone as on a laptop, since that's where most shared links get opened.

Walking through a captured space in the browser, no plugin, no download.
03

Measure and mark up, right on the model.

Because the capture keeps true real-world scale, you can measure anything in the scene to the centimetre and pin notes wherever they matter. This is what lets one model do very different jobs: a story for a visitor, and a set of exact dimensions for a conservator tracking how a piece is holding up.

Measurement
Flip between dropping annotations in the scene and measuring to real-world scale.
04

Fixing a raw capture without opening 3D software.

Captures come out with floaters, tilted ground and off colour. Cleaning that up normally means exporting to specialist software no heritage team has. So the editor lives in the browser: drag over the junk and delete it, level the model to the floor, tune the colour, save. That's the whole loop.

The in-browser editor: select stray splats, level to the ground, adjust colour.
The experience

What we want a visit to feel like.

The old way hands you a file to spin. I'm designing for the opposite: you're inside the place, and it explains itself as you move. Four layers stack to get there.

01

Immersive visual

Walk in at eye level. Depth and light shift as you move, so it reads as a place, not a picture.

02

Audio & narration

Sound and voice fill the space and carry the story while you explore it.

03

AI cultural guide

Look at anything and ask. It knows the collection and explains what you're seeing.

04

Any language

Speak or type in your own language, and it answers back in it.

Where it lands

One immersive, game-like visit.

Easy to explore, easy to understand, and the same on an old phone as in a headset.

The pipeline

Under the hood, from raw capture to a web-ready model.

Everything a curator never has to think about: ingestion, cleaning, reconstruction and packaging, all handled so the choice they make is simply what to capture.

The full reconstruction pipeline: capture and ingestion, cleaning and masking, COLMAP plus a custom Gaussian Splatting model, then web-ready packaging and publish.
The full reconstruction pipeline: capture and ingestion, cleaning and masking, COLMAP plus a custom Gaussian Splatting model, then web-ready packaging and publish.
Ideation

Initial ideation of the whole user experience flow.

Auth, the dashboard, the project workspace and all its states, the public viewer. I worked the entire journey and its edge cases out here first, so the real screens had somewhere solid to land.

The product flow, mapped early: states, edge cases and secondary pages.
The product flow, mapped early: states, edge cases and secondary pages.
Where it stands

Where it stands.

Splatr is a working MVP, backed by University of Leeds Spark and supported by early grants. As part of my ongoing dissertation and research, I'm now working with museums, galleries, libraries and historic sites across Leeds and London to build 3D digital twins of their spaces, so anyone can experience them virtually.

Reflection

I kept the scope honest. This is one designer's product grown out of a research project, not a shipped platform with a million users behind it. But every screen here is real, and the part I care about most already works: not just saving a place, but making someone want to spend time in it.

Saving a place is one thing. Making people want to stay in it is the part I care about.