Athena was one of the first real applications I implemented after playing around for a long time. It shows a statue of Athena placed in any real room.
The tinted black and white image is the pass through image of the Mirage Solo. In the early stages I actually disliked the tone map, but came to terms with it. In a way this helps a lot to focus on the object.
What really surprised me are the tracking capabilities in an augmented scene. There is very little drifting in a well-lit room and the objects stay almost perfectly in their spot.
Blender viewport on the right side. I usually bake all the textures in Blender and only do slight modifications in Unity.
Standalone HMDs are far less powerful and by using a static lighting we can still achieve high quality textures. This technique, however, does not allow any dynamic lighting and requires long bake process.