Re: [webvr-internal] WebXR call agenda, Jan 9th 2018

As discussed on the call, a GitHub issue for discussion of an WebGL 2.0
Array Texture layer type has been created:
https://github.com/immersive-web/webxr/issues/317

On Tue, Jan 9, 2018 at 4:18 PM Iker Jamardo <ijamardo@google.com> wrote:

> Hello everyone,
>
> Here are the notes of today's meeting.
>
>
>
> * - Brandon will send an email thread to talk about other technologies for
> how to meet. Meet is forcing everyone to use Chrome.- Incubator/Ideas
> repo:- Name? - David Dorwin: Proposals, Propose work. - Ideas is too
> broad.- Blair: All the proposed names/concepts imply something different.
> What is the purpose of the repo.- Brandon: My idea is that is should be
> about proposals with technical background. That is why I like "proposals"
> as a name.- Nell: The idea is not that this repo is where the ideas should
> be incubated. The idea is to submit ideas only and to make actual designed
> and elaborated ideas in the main repo.- David Dorwin: this repo should be
> for discussion not for landing anything.- Blair: Link to the process
> followed by the RUST team:
> https://github.com/rust-lang/rfcs/tree/master/text
> <https://github.com/rust-lang/rfcs/tree/master/text>- Brandon: Playground
> might be for random discussion.- Nell: Likes the idea of "Proposals".-
> David Dorwin: the word "work" should be in the name or explanation to
> identify that the proposals should be about what the community group should
> work on.- Nell: Let's take this off line not to spend too much time on
> this.- Brandon: A couple of things to talk off line- A explanation of the
> process.- Code of conduct.- Brandon has been working on writing the spec
> for the WebXR change during the holidays. Getting in a place where he is
> happy with the formatting but wants feedback.- Trevor wants to talk about
> the WebVR polyfill.- Trevor: Mozilla has been working on a polyfill for AR.
> Would be good to move the repo under the W3C.- Nell: Is there any problem
> from Google to move the repo to the immersive web org?- Jordan: It makes
> sense to make the move but there is still not support for 2.0 (WebXR).-
> David: Do we have a single polyfill repo or a webxr and webvr/carboard
> one?- Trevor: There are 2 trains. The first revision with only VR and then
> the new one with AR capabilities. It could be a fork or at least a
> different repo.- David: It makes sense in the interim to have a single
> polyfill repo where to have the shared options and where we can move the
> current repo.- Brandon: Jordan and Brandon will work on how to move the
> repo to the new structure.- Jordan: Will there be multiple polyfills for
> multiple versions at the moment?- Brandon: Take it on a case by case basis.
> Start with one and decide as needs arise (like a very AR focused one if
> needed).- Update on input- Brandon: We had an input proposal and found
> incompatibilities with other APIs and decided to wait until this issues are
> resolved or figured out. Chrome is eager to provide WebXR to developers.
> Would like not to have to sit on the API waiting. Proposal: There was an
> initial simple API = point and click. It should support all the devices and
> input mechanisms (including Hololens hand gesture). It should not provide
> incompatibilities. The idea would be to provide just that simple
> functionality as we foresee that it will be most likely future proof.-
> Nell: MS is thinking on the same terms. Get the gamepad as a fallback
> (although it does not have support for coordinate systems and it would need
> another extension). Worried about developers getting tangled in using the
> API in the wrong way. It is problematic not offering anything though.
> Really eager to see what Brandon has in mind to make public.- Brandon:
> Shared the same concerns.- Ada: It would be interesting to show the
> potential API (even more if it can be polyfilled) and get something to
> work. Devs will get excited about using it. Deprecated APIs is not the best
> option.- Joshua Marinacci: Devs hate if something is abandoned with no
> replacement. As long as people feel that there is a plan, they feel that
> there is progress.- Nell: Let's make a proposal on this.- Brandon: Will
> have something soon.- Kip: What about a higher level API even? Something
> where the browser does all the heavy lifting and just provides the final
> location of the collision. Something that could orthogonal.- Brandon: That
> is the direction of the proposal. Something that does not provide low level
> access but provides actions.- Ada: Could be tied to DOM based events
> (declarative).- In the WebGL call it was brought up that instead of using
> FrameBuffers as the WebXR API is proposing, if it would be better to expose
> a texture array directly to WebGL 2.0 contexts. - Rafael: Brandon, does
> WebGL 2.0 have everything needed to do this? Will it provide better
> performance?- Brandon: Multiview comes again and again in the WebGL calls.
> They’re concerned about the current plan to use an “opaque” framebuffer.
> Can this be exposed using the most basic primitives possible? The problem
> is that WebGL 1.0 does not provide these functionalities.- Rafael:
> Multiview is optional. Once you use it, you have to use it. Once is
> available devs will like to use it. The proposal now is to have a texture
> array and the browser and the API to decide which to use for each eye.- One
> problem with the opaque framebuffer proposal is that it doesn’t allow you
> to mix multiview and non-multiview rendering. It’s all-or-nothing.-
> Brandon: I am willing to drop the multiview flag with WebGL 1.0.- Some
> concern about taking it that far.- Brandon: Let's take this discussion
> offline.- Link to the multiview extension by the Khronos group:
> https://www.khronos.org/registry/OpenGL/extensions/OVR/OVR_multiview_multisampled_render_to_texture.txt
> <https://www.khronos.org/registry/OpenGL/extensions/OVR/OVR_multiview_multisampled_render_to_texture.txt>*
>
> Regards,
> Iker
>
> On Tue, Jan 9, 2018 at 2:15 PM, Kearwood Kip Gilbert <kgilbert@mozilla.com
> > wrote:
>
>> I’ve taken some [redundant] notes as well from the meeting.  Copying here
>> in case they are useful.
>>
>>
>>
>> 2018-01-09 WebXR Community Group Call
>>
>>    - Brandon (Google)
>>
>>
>>    - meet.google.com is not ideal because it doesn't work with every
>>       browser. May switch to alternative.
>>       - First call of new year
>>       - Ask if any vendors have updates - None, on holidays
>>       - Would like to set up another immersive web repo
>>
>>
>>    - Talked about it as an incubator / ideas repo
>>          - need name. "Ideas", "incubation" , "proposed work",
>>          "playground", "sandbox", "Emerging Concepts", "Work Proposals", "RFCs"
>>          - Will be a place to bootstrap ideas
>>          - Brandon prefers to be more along purpose of "proposals"
>>          - Vote for name offline
>>          - readme in repro to contain explainer of process
>>
>>
>>    - Code of conduct for entire org would be good
>>
>>
>>    - Maybe a separate repo, that individual repos can point to
>>
>>
>>    - Over the christmas/new years break Brandon spent time working on
>>       input proposal
>>
>>
>>    - 30% of spec text in place.
>>          - Figuring out what verbiage would come along the spec
>>          - Would like feedback on how spec is shaping up.
>>
>>
>>    - Trevor (Mozilla)
>>
>>
>>    - WebXR Polyfill
>>       - Should make repo under the w3c.org?
>>       - Should split repos that convert between different versions? (1.1
>>       => 2.0, 2.0 => 1.1, fallback to "cardboard", fallback to "fake webxr" etc)
>>       - Should move to immersive web repo?
>>       - Have a single polyfill repo?
>>
>>
>>    - Two trains: VR and AR experimental features
>>          - Fork or separate repo?
>>          - Will have common code between each polyfill type, so should
>>          be single repo.
>>          - Consensus: Use one repo.
>>
>>
>>    - Brandon and Jordan collaborating after call to coordinate moving
>>       polyfill under immersive web repo
>>       - Jordan: Branches may work well
>>
>>
>>    - Brandon
>>
>>
>>    - Short term input proposals
>>       - Related to another API that has not yet been released, can't
>>       talk too much yet
>>       - Backing off on earlier input proposal until we find out what the
>>       unreleased API will be
>>       - Would like something short term to ship earlier with WebXR
>>       - Subset of input proposal, "select" and pointing, can be used
>>       earlier
>>       - Allow use of "gamepad extensions" until other unreleased API is
>>       finished
>>       - Nell / Microsoft: Existing gamepad API extension would need to
>>       be modified due to coordinate systems if used before unreleased API is ready
>>       - Ada: Implement something that could be polyfilled later
>>       - Joshua: Should show that API is not being abandoned, let people
>>       know that there will be a future even with transition plan needed.
>>       - Kip:
>>
>>
>>    - Perhaps we can implement a higher level API that compliments rather
>>          than replaces the future lower-level API
>>          - 3 options:
>>
>>
>>    - 1. Browser raycast against depth buffer from last submitted frame,
>>             returns hit in the screen space coordinate system
>>             - 2. Describe location of targets in the webvr API, get
>>             events with target identified back, rather than specific coordinate (could
>>             be vertex information or pick-buffer)
>>             - 3. Add ability to display DOM elements composited with
>>             WebXR scene, allow events to fire on those DOM elements using regular click
>>             events
>>
>>
>>    - Brandon likes the direction, but needs thought to determine what
>>          could be done in shorter timeline
>>
>>
>>    - Rafael
>>
>>
>>    - Do we have everything we need from WebGL 2 for WebXR?
>>       - ie. Multiview
>>       - Can we maybe expose this in WebGL 2 as an actual texture array?
>>       - Maybe eliminate opaque framebuffers?
>>       - Once using multiview, must be used everywhere
>>       - Multiview limits antialiasing
>>
>>
>>    - Artem:
>>       https://www.khronos.org/registry/OpenGL/extensions/OVR/OVR_multiview_multisampled_render_to_texture.txt
>>       - Proposal is that you render to your texture arrays. Specific
>>       indexes would be used for left, right eyes.
>>       - Support WebGL 1 with Side-by-side and require texture arrays for
>>       WebGL 2?
>>       - Brandon: Drop multiview for WebGL 1?
>>       - Rafael: If we do WebGL 1, then do it well.
>>    - Next meeting in two weeks
>>
>>
>>
>>
>>
>> Cheers,
>>
>>   Kearwood “Kip” Gilbert
>>
>>
>>
>> *From: *'Brandon Jones' via webvr-internal
>> <webvr-internal@googlegroups.com>
>> *Sent: *January 8, 2018 2:41 PM
>> *To: *public-webvr@w3.org
>> *Subject: *[webvr-internal] WebXR call agenda, Jan 9th 2018
>>
>>
>>
>> First call of the new year! We've had a long break due to the holidays,
>> so I expect there will be a fair amount that people want to cover. As
>> usual, please respond with any items you would like to have added to the
>> agenda.
>>
>>
>>
>> *Call date:* Tuesday Jan 9th (and every other Tuesday thereafter)
>>
>> *Call time:* 1:00 PM PST for one hour
>>
>> ‎*Call in number:* +1 319 332 7047 <(319)%20332-7047>
>>
>> *PIN:* ‪9744#
>>
>>
>>
>> *Call Agenda Items:*
>>
>>    - Details of "Ideas" repo creation (Including name, explainer, code
>>    of conduct, etc.)
>>    - Progress on WebXR Device API spec
>>    - WebXR polyfill
>>    - Short-term input solutions
>>
>> As this is only the second call to use a new call-in system (Google Meet)
>> we'd continue to appreciate any feedback on difficulties joining the call.
>>
>>
>>
>> Thanks!
>>
>> --Brandon Jones
>>
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Received on Wednesday, 10 January 2018 23:40:26 UTC