allows you to model and try out a 3D scene on Oculus by simply opening the Bezel file url in Oculus web browser. You can import your own models into Bezel. No 3D engine required. Pretty handy for AR/VR design prototyping. #xr#3d#3dmodelinghttps://twitter.com/Bezel3D/status/1595088969271681024β¦
Built a realistic VR Art Gallery this week using #webxr#threejs.
Classic artwork is much better experienced at their true-to-life scale (in ultra HD) than how we usually see them on tiny phone and laptop screens.
https://github.com/mattvr/vr-art-galleryβ¦
I've found the same thing. Text and image quality is dramatically improved using WebXR layers. A browser really has to support the full Layers API before it can claim true WebXR support.
I finally got an end-to-end demo using WebXR Compositor Layers in Three.js, updating the "TV screen" in my boxing app to use a quad layer. The quality improvement when using the quad layer is dramatic.
I finally got an end-to-end demo using WebXR Compositor Layers in Three.js, updating the "TV screen" in my boxing app to use a quad layer. The quality improvement when using the quad layer is dramatic.
Wrote a parser today in Rust for the Apple/Pixar USDZ 3D model format from scratch (including zip archive), was able to parse an extremely simple file in a browser in WebAssembly.
This year we released a variety of demos, tutorials, case studies, and best practices to elevate how and what you build. But, sometimes valuable content can fall through the cracks.
Really important update for Quest devs(and happy to say that my direct team was heavily involved in shipping this π).
Here are the quick implications:
1) Simply put, you'll have 7% more GPU perf. It is super important to understand that this 7% perf will likely
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Today weβre excited to announce that you have more GPU compute power to work with on Meta Quest 2 devicesβ7% to be exact. All developers can start taking advantage of the new 525 MHz GPU frequency (up from 490 MHz) for better app performance. Learn more https://developer.oculus.com/blog/boost-app-performance-525-mhz-gpu-frequency-meta-quest-2/β¦
Meta Quest Browser now has an experimental API for invoking the system keyboard in WebXR!
https://developer.oculus.com/documentation/web/webxr-keyboard/β¦
Text entry in WebXR is a challenge we hear from devs a lot. Few want to roll their own soft keyboard.
Check out the API and give feedback as we work to standardize!
Introducing Web Launch: sites can now simply link to
http://oculus.com/open_url/?url=<YourEncodedURL>
to enable users to open a URL on their Quest headset to view in VR!
Try it on
Web Launch is a new API that helps web devs bring more people into VR from desktop or mobile devices. We teamed up with @Matterportβa leading digital twin platform transforming real-world spaces into immersive 3D modelsβto show how easy it is to open WebXR experiences in VR
This is an awesome new feature for WebXR devs targeting Quest! Now, you can put a link on your website that will enable users on desktop and mobile browsers to easily open the link on their headset.
Web Launch is a new API that helps web devs bring more people into VR from desktop or mobile devices. We teamed up with @Matterportβa leading digital twin platform transforming real-world spaces into immersive 3D modelsβto show how easy it is to open WebXR experiences in VR
Since angular velocity represents change in orientation, I guess I could calculate before/after orientations then translate those into a new coordinate space, then recalc the velocity as the difference between the two? π€
Trying to figure out the math for transforming angular velocity from one coordinate space to another and feeling kind of stuck. Anyone have a good reference that explains how to do this?
all of us on here (2016): social media is plague and should be yeeted directly into the sun.
all of us on here (2022): the wanton destruction of this important social commons is a crime against humanity.
Feels really sad watching Twitter fall apart in real time. Iβve really enjoyed the WebXR community I found here. If things really go sideways here, Iβm on the WebXR Discord (https://discord.gg/webxr) and trying out Mastadon (https://mastodon.social/@davehill00).
supports Ready Player Me avatars & VOIP, plus 5.7k spherical stereoscopic video playback & full #HMD support
Proud of my team & our show + all the #xr developers & content creators whose work we can feature from around the world
Learn more @ (2/3)
RT @keram@mastodon.social
Images from my festival of international virtual + augmented reality stories aka #FIVARS - from the #Toronto show dates & coming to Los Angeles for 1 day Nov 15th
We also run concurrently as a #Web3D event in a three dimensional theater that (1/3)
50,000+ made putts by ~8,000 VR players in our first week on http://aboveparadowski.com!
Maybe not TikTok scale yet, but this is the most-played XR thing I've made. I'm v thankful to all the players, the #WebXR community & our @paracreative team
Now, what's our next move?
Feels really sad watching Twitter fall apart in real time. Iβve really enjoyed the WebXR community I found here. If things really go sideways here, Iβm on the WebXR Discord (https://discord.gg/webxr) and trying out Mastadon (https://mastodon.social/@davehill00).
If you haven't yet, you owe it to yourself to check out Above Par-adowski, a fun and polished mini-golf game that we just added to the Quest Browser's New Tab Page! It's awesome to see high-quality VR content like this being built on and delivered over the web!
Above Par-adowski #WebXR Mini-Golf, out now
Native-quality VR gameplay + UX on the web, open sourced & well-documented
Made by @paracreative w/ @threejs + @aframevr, hosted on @glitch, targeting @MetaQuestVR, with help from the WebXR community
https://aboveparadowski.com
If you have a Quest 2/Quest Pro, you can try out the mixed-reality WebXR experience I've been building with PHORIA & Lusion at http://spatialfusion.io
We set out to build an experience that fully leveraged passthrough & plane-tracking, and push what was possible in WebXR.