[x3d-public] Immersive Web Device API Specification

Andreas Plesch andreasplesch at gmail.com
Tue Feb 5 14:16:05 PST 2019


Thanks, good to see. I found this summary helpful as well.

https://developers.google.com/web/updates/2018/05/welcome-to-immersive

WebXR is actually available now, but web developers have to request a
revocable permission token to use the API with Chrome.

Easiest to use for experimentation is a polyfill using the now
superceded WebVR API. I feel only actually trying to use it will be
able to discover issues.

I see Layers are still there. In WebVR they were never supported, I think.

X3D was not designed for AR (or perhaps it was ?) but the SAI would
provides a way to feed in the real world into a Scene, using a
backend.

There just does not seem be to a declarative interface to the real
world, if that even would make sense.

How do you best/declaratively provide a floor or a tracked table as
recognized by a smart camera to a X3D scene which then lets you
interact (see how a new couch would fit) ?

-Andreas

On Tue, Feb 5, 2019 at 3:25 PM <x3d-public-request at web3d.org> wrote:
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>    1. Immersive Web Device API Specification (Leonard Daly)
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> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 5 Feb 2019 08:49:38 -0800
> From: Leonard Daly <Leonard.Daly at realism.com>
> To: X3D Public <x3d-public at web3d.org>
> Subject: [x3d-public] Immersive Web Device API Specification
> Message-ID: <6f0e735b-21f6-748f-9bf6-14f3ebee247f at realism.com>
> Content-Type: text/plain; charset="utf-8"; Format="flowed"
>
> The W3C has just published the first public WORKING DRAFT of the WebXR
> Device API (https://www.w3.org/TR/2019/WD-webxr-20190205/). This is not
> intended to be a fully fleshed out specification, but an early draft to
> elicit comments from the public.
>
> The API is the interface expressed in JavaScript between the user code
> and the browser that controls much of the WebXR device functionality or
> information. This includes things like setting up the session, handling
> device orientation data, etc. It does not include the rendering
> pipeline, and you still must call window.requestAnimationFrame for each
> change to the display.
>
> A very useful document is the WebXR Device API Explainer
> (https://github.com/w3c/webvr/blob/master/explainer.md). This document
> describes in non-spec language the philosophy behind the spec document
> and may include more information than the spec WD in areas that are not
> fully written.
>
> If you find an issue (or more than one) with the spec document you can
> report to the public-immersive-web at w3.org list (you need to be a member
> of the list (see
> https://lists.w3.org/Archives/Public/public-immersive-web/) or to any
> Immersive Web WG member
> (https://www.w3.org/2000/09/dbwg/details?group=109735&order=org&public=1).
> Of particular interest are
>
>  1. items that differ from the Explainer
>  2. items that cannot be done in JavaScript
>  3. items that are inconsistent within the WD specification
>  4. items that conflict with other W3C standards.
>
> --
> *Leonard Daly*
> 3D Systems & Cloud Consultant
> LA ACM SIGGRAPH Past Chair
> President, Daly Realism - /Creating the Future/
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--
Andreas Plesch
Waltham, MA 02453



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