WebXR
2020.12.23 WebXR の現状確認 2020 Winter by ikkou
W3C Immersive Web Working Groupで仕様策定
https://www.reddit.com/r/WebVR/comments/lkj4m3/head_tracking_in_webglwebxr_using_tensorflowjs
ヘッドトラッキング
https://gyazo.com/5d003f4098cd1b9c534f2f26744fcfef
2019.1 https://www.ttc.or.jp/application/files/6715/5305/6650/5_TTC_seminar_20190128.pdf
Native VR already has challenging requirements for performance, interaction and workflow. On top of these, the web adds some of its own:
keep loading times at a minimum,
graphics API limitations
unique performance characteristics.
That makes development of VR on the web uncharted for both native and web developers alike, requiring an intersection of those skill sets to build complex WebXR experiences.
Not surprising that there is a myth that 3D/VR/AR on the web can’t run fast
Wonderland Engineを使って開発している
It tackles the challenges of building WebXR applications by handling the unique performance characteristics of the web
supporting the developer in common WebXR development tasks like
asset optimization
compression
while providing a rapid workflow with sub-second packaging times.
https://developer.oculus.com/blog/developing-with-webxr-how-playko-built-ski-fit-365-on-the-wonderland-engine/
@yasei_no_otoko: WebXRこそパフォーマンスチューニング必須の領域なんだよなぁ
https://pbs.twimg.com/media/Fe0WPFCUoAA_D79.jpghttps://pbs.twimg.com/media/Fe0WRbgUAAENNcY.jpg