[x3d-public] Immersive Web Device API Specification
Leonard Daly
Leonard.Daly at realism.com
Wed Feb 6 08:26:57 PST 2019
Andreas,
> Thanks, Leonard. Well, the Chrome and Mozilla WebXR coverage did seem
> to emphasize AR with AR sdks now being available for ios and android,
> a bit prematurely as it seems.
The libraries ARCore (Android) and ARKit (iOS) provide much of the
needed support for AR work. They include the SLAM
(https://en.wikipedia.org/wiki/Simultaneous_localization_and_mapping)
algorithm for translation tracking. ARCore was built into Canary
(previous developer version of Chrome with AR support). Apple is about
to release a new product/OS (not sure which) that has a lot of 3D
support built into the OS. It is important to note that Apple is not an
active participant in the W3C WG.
>
> The API has a mode to switch between VR, AR and Magic Window (mono on
> the screen but following head movement). There is an Anchor extension
> spec. effort which has just started but would seem critical for AR.
It is not so much a dynamic switch, but something that is determined at
run-time. For example, you can't do AR if there is no camera available.
There is dynamic shift between magic window and full-screen.
>
> WebXR has made the decision to not include any computer vision
> requirements. Should X3D do the same ?
Not commenting on X3D. The decision was not made just yet. It is not
being pursued because of potential privacy considerations. This
explainer change
(https://github.com/immersive-web/privacy-and-security/pull/15/files?short_path=4298cc0#diff-4298cc0cf8291ec04a133a6b0c0d459c)
is a good starting point for consider of privacy/security considerations.
>
> From what I understand the Anchor spec. will provide a way to link
> vision of the real world with a virtual world. Should there be a
> similar link for X3D ?
>
> Is hololens the only remaining AR headset ?
No, Magic Leap (active participant). There are several cardboard
equivalents (visual projection of computer generated graphics into the
viewer's line of sight). I also see news articles about different AR
headsets, but I don't have that information right here.
>
> Perhaps there are too many questions yet to really start diving into
> AR, even in a speculative manner.
Actually this is a good time because you might have some answers when
the WG starts to really get into it.
Leonard Daly
>
> Andreas
>
> ---on the phone---
>
> On Tue, Feb 5, 2019, 11:43 PM Leonard Daly <Leonard.Daly at realism.com
> <mailto:Leonard.Daly at realism.com> wrote:
>
> Andreas,
>
> This version (V1.0) of the device API does not attempt to address
> augmented reality (where a portion of the displayed scene is
> provided by the "real world"). That will be address in V1.1
> (planned for Summer 2020). This version is strictly for virtual
> reality where the entire scene is computer generated. It is
> difficult to use at the moment because it requires support from
> the browser environment. It might be possible to extend the WebVR
> polyfill to support this API for much (but probably not all) features.
>
> There is an issue in the Immersive Web Community Group to address
> declarative languages. The issue was recently opened and is
> accepting comments.
>
> This may be a time for X3D to really clarify how it is going to
> fit into the web eco-system by answering the questions:
>
> * Does X3D handle AR content/scenes?
> * If not, where in XR spectrum does X3D apply?
> * Will X3D be compliant with the Immersive Web specification?
> o If so, what has to change in X3D?
> + What will happen when X3D is used in a non-browser
> environment?
> o If not, in what environments will X3D operate?
> o How does the SAI need to change? (If X3D is not going to
> be IW spec compliant, there may be no changes necessary.)
> o What happens to non-ECMAScript/JavaScript language bindings?
>
> This article that Andreas links below describes what is necessary
> to test WebXR in Chrome. You will need to sign up.
>
> Leonard Daly
>
>
>
>> 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> <mailto:x3d-public-request at web3d.org> wrote:
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>>> Today's Topics:
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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> <mailto:Leonard.Daly at realism.com>
>>> To: X3D Public<x3d-public at web3d.org> <mailto:x3d-public at web3d.org>
>>> Subject: [x3d-public] Immersive Web Device API Specification
>>> Message-ID:<6f0e735b-21f6-748f-9bf6-14f3ebee247f at realism.com> <mailto: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 thepublic-immersive-web at w3.org <mailto: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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>
> --
> *Leonard Daly*
> 3D Systems & Cloud Consultant
> LA ACM SIGGRAPH Past Chair
> President, Daly Realism - /Creating the Futureto/
>
--
*Leonard Daly*
3D Systems & Cloud Consultant
LA ACM SIGGRAPH Past Chair
President, Daly Realism - /Creating the Future/
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