Virtually Anywhere

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Slides from my talk at WebGL Developers Meetup 11-June-2014

Transcript of Virtually Anywhere

  • 1. virtually anywhere: VR and the open web Tony Parisi Vizi, inc. June 11, 2014

2. VR today closed-system development native code + proprietary development tools (Unity, UDK) integration with web is whatever you get from those tools fine for high-performance games and single isolated experiences MASSIVE downloads 6/11/2014 3. the open web 60FPS mind-blowing graphics in WebGL programming in JavaScript all your web data at your fingertips NO downloads 6/11/2014 4. two great tastes ? 6/11/2014 5. Oculus Rift and browsers no native browser support for stereo rendering and head tracking yet OculusBridge Three.js-based renderer and camera controller native app does head tracking; sends updates to browser via Web Sockets 10ms+ latency, not great vr.js Three.js-based renderer and camera controller browser extension (Chrome and FF) does head tracking in native code, talks to JavaScript via plugin API < 10ms latency, better it would be ideal if browsers had built-in support head tracking stereo rendering or at least a USB interface (not in an extension) 6/11/2014 6. early experiments 6/11/2014 water world paint with particles! t.html based on PartiArt by Eric Levin (@ericrius) Futurgo city car test drive Rift.html based on Futurgo City from my book examples plications/ frame rate: good latency: seems ok. experience: fun. frame rate: ok latency: not great. experience: meh. the stack: vr.js OculusBridge Three.js Vizi 7. GLAM (GL And Markup) - a declarative language for 3D web content define 3D scene content in markup; style it in CSS vr + ml 6/11/2014 the markup the CSS 8. links the demos (require vr.js) tools and libs Oculus Bridge vr.js Three.js Vizi GLAM 6/11/2014