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Intro to the VR Web
JUST A/VR SHOW
Overview
WebVR: The API
 A under-development browser interface to
interact with hardware
 Abstract out the types of VR devices to be
handled by the browser so developers can
focus on content, not supporting specific
devices
The VR Web
 Build out experiences for virtual reality on
the internet
 Include VR-enabled content into the web
as it exists today
Benefits of WebVR
 No installation of application is needed – run in the browser on any device
 Automatically support mobile and desktop devices
 Utilize the current set of tools and libraries for JavaScript
 Easily switch between VR and non-VR mode
 Offload interfacing with hardware to the browser
Downsides of WebVR
 Performance hits for non-native graphics
 Non-standard support for some browsers
 Less insight and control into bugs with hardware
 Relies on browser detection of devices
How it works
Desktop VR
 Web page is rendered without VR support
 Browser detects that there is a VR device
attached to the computer and stores the
information about it
 Web page is put into VR mode by the user
and the site queries the browser for
information about the device
 This information is then applied to render
the page stereoscopically
Mobile VR
 Web page is rendered without VR support
 Browser detects that the device is a phone
 Web page is put into VR mode by the user and
special code included in the website creates a
stereoscopic rendering by querying the device size
and splitting down the middle with an offset on
each eye
 The phone gyroscope updates orientation, view,
and position of the camera
WebVR Sample
Code
WebVR Template
 Hardware management is offloaded to the web browser (detection of device, position
state, attributes, field of view)
 JavaScript code manages the changes in the hardware as the browser sees the device
 VR Effect is applied to a WebGL canvas item
 Updates loop in the browser similar to with a game logic loop
 Boilerplate code made available from a Google engineer
 http://github.com/borismus/webvr-boilerplate
What’s in a VR App?
 Scene: Environment rendered through WebGL
 VRControls: Listen for hardware position changes and use them to manipulate the
camera within the scene
 VREffect / VR-Polyfill: Render your scene with two side by side cameras
(stereoscopic rendering)
 VRManager: Query for devices and apply hardware transforms
Demo
Three.JS A BASIC OVERVIEW
What is Three.JS?
 A (very powerful!) JavaScript library for building immersive 3D content
 The primary building block of WebVR scenes
 Utilize WebGL, the JavaScript abstraction layer of OpenGL
Building Scenes
 Primitive Shapes
 Textures & Materials
 The 3D coordinate system
 Lights
 Cameras
 Characters
 Hardware
 Three.JS supports these all, right in the browser
Let’s Look at Some Examples!
http://threejs.org/examples
Looking Ahead
 A-Frame is a new
project for
integrating virtual
reality content
directly into
markup on a
webpage
Aframe.io
Recap
 WebVR is an insanely cool, new technology that has the potential to help
completely reshape the web
 You can build for VR even if you don’t have a desktop VR headset yet
 Create beautiful experiences with Three.JS
BRING WEBVR TO EDGE!
http://livi.link/WebVREdge

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Introduction to The VR Web

  • 1. Intro to the VR Web JUST A/VR SHOW
  • 2. Overview WebVR: The API  A under-development browser interface to interact with hardware  Abstract out the types of VR devices to be handled by the browser so developers can focus on content, not supporting specific devices The VR Web  Build out experiences for virtual reality on the internet  Include VR-enabled content into the web as it exists today
  • 3. Benefits of WebVR  No installation of application is needed – run in the browser on any device  Automatically support mobile and desktop devices  Utilize the current set of tools and libraries for JavaScript  Easily switch between VR and non-VR mode  Offload interfacing with hardware to the browser
  • 4. Downsides of WebVR  Performance hits for non-native graphics  Non-standard support for some browsers  Less insight and control into bugs with hardware  Relies on browser detection of devices
  • 5. How it works Desktop VR  Web page is rendered without VR support  Browser detects that there is a VR device attached to the computer and stores the information about it  Web page is put into VR mode by the user and the site queries the browser for information about the device  This information is then applied to render the page stereoscopically Mobile VR  Web page is rendered without VR support  Browser detects that the device is a phone  Web page is put into VR mode by the user and special code included in the website creates a stereoscopic rendering by querying the device size and splitting down the middle with an offset on each eye  The phone gyroscope updates orientation, view, and position of the camera
  • 7. WebVR Template  Hardware management is offloaded to the web browser (detection of device, position state, attributes, field of view)  JavaScript code manages the changes in the hardware as the browser sees the device  VR Effect is applied to a WebGL canvas item  Updates loop in the browser similar to with a game logic loop  Boilerplate code made available from a Google engineer  http://github.com/borismus/webvr-boilerplate
  • 8. What’s in a VR App?  Scene: Environment rendered through WebGL  VRControls: Listen for hardware position changes and use them to manipulate the camera within the scene  VREffect / VR-Polyfill: Render your scene with two side by side cameras (stereoscopic rendering)  VRManager: Query for devices and apply hardware transforms
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14. Demo
  • 15.
  • 16. Three.JS A BASIC OVERVIEW
  • 17. What is Three.JS?  A (very powerful!) JavaScript library for building immersive 3D content  The primary building block of WebVR scenes  Utilize WebGL, the JavaScript abstraction layer of OpenGL
  • 18.
  • 19. Building Scenes  Primitive Shapes  Textures & Materials  The 3D coordinate system  Lights  Cameras  Characters  Hardware  Three.JS supports these all, right in the browser
  • 20. Let’s Look at Some Examples! http://threejs.org/examples
  • 21. Looking Ahead  A-Frame is a new project for integrating virtual reality content directly into markup on a webpage Aframe.io
  • 22. Recap
  • 23.  WebVR is an insanely cool, new technology that has the potential to help completely reshape the web  You can build for VR even if you don’t have a desktop VR headset yet  Create beautiful experiences with Three.JS
  • 24. BRING WEBVR TO EDGE! http://livi.link/WebVREdge

Notes de l'éditeur

  1. WebVR support will be part of Firefox next year
  2. Have everyone find a cool example and share it