- From: Rik Cabanier <rcabanier@magicleap.com>
- Date: Sat, 3 Aug 2019 12:44:02 -0700
- To: Klaus Weidner <klausw@google.com>
- Cc: "Waliczek, Nell" <nhw@amazon.com>, public-immersive-web-wg@w3.org
- Message-ID: <CADHwi=Rmc8mBM5TnbLXVgX3hqpTqcFcWkEMQKkUq+qa2WF_TTQ@mail.gmail.com>
On Sat, Aug 3, 2019 at 11:39 AM Klaus Weidner <klausw@google.com> wrote: > On Sat, Aug 3, 2019 at 12:49 AM Rik Cabanier <rcabanier@magicleap.com> > wrote: > >> On Sat, Aug 3, 2019 at 12:33 AM Klaus Weidner <klausw@google.com> wrote: >> >>> On Sat, Aug 3, 2019, 00:16 Klaus Weidner <klausw@google.com> wrote: >>> >>>> I'm not one of the spec editors, but is this really a blocking issue? >>>> The spec already says that *"Future specifications or modules may >>>> expand the definition of immersive session include additional session >>>> modes"*, and I think the initial AR module draft is starting >>>> imminently. Presumably the browser police won't be confiscating headsets >>>> for non-compliance if they implement a mode from a pending draft module >>>> that isn't in the draft core spec? >>>> >>> >>> Sorry, I didn't mean to imply that standards compliance is unimportant. >>> It would be unfortunate if there were an extended gap where core WebXR is >>> final but the AR module isn't ready yet even for minimal "poses only" use >>> cases, but my impression is that the editors and working group are trying >>> their best to avoid that. At this point it's all technically still in draft >>> status. >>> >> >> No worries! :-) >> Yes, I'd prefer if it goes in the spec since we don't know how long the >> AR module will take. We will be telling authors to use 'immersive-ar' and >> they might (rightly) be concerned that this is not in the standard. >> >> I'm concerned that the explainer is encouraging authors to request vr on >> ar devices and look at the environmentBlendMode attribute. We definitely >> don't want to support this and I suspect Microsoft will feel the same for >> the Hololens. >> >> What are '"minimal "poses only" use cases'? >> > > (Standard disclaimer, these are my unofficial opinions and interpretations > of the spec and process.) > > What I meant is that taking the current core spec and just adding an > "immersive-ar" mode results in an AR mode is extremely similar to > "immersive-vr" with a transparent background. Basically the app is just > getting poses relative to reference spaces but doesn't have any significant > real-world understanding. At most it can get a floor level by using a > "local-floor" reference space, but that's originally intended for a > limited-size space, > Yes, and that is totally fine. We already have several people building out XR experiences on our device and they are quite happy to work within the current limitations. > not walking-around AR ("*the user is not expected to move beyond their > initial position much, if at all"*) and can't cope with not-quite-flat > environments. > I suspect the vast majority of AR web experience will not have the user walk around a lot. > (I think issuing "reset" events when the floor level changes wouldn't be > in the spirit of the spec). In "unbounded" space, there's no floor level > available to the app. An app could request both reference spaces and assume > that the "local-floor" level is valid globally, but that doesn't seem like > a safe assumption. > > I was under the impression that some form of hit testing or other > real-world understanding such as planes or meshes is fairly essential for > AR applications, i.e. to support interacting with tables or walls, so I > thought the AR module was aiming to have something along these lines > included. If you think that it would already be very useful for AR headsets > to have a minimal AR mode without real-world understanding to avoid being > in unspecified territory, would it help to start with a very small > "poses-only AR" module that basically just introduces "immersive-ar" and > explanations around environment blending etc., but skipping XRRay and > anything related to hit testing or other real-world understanding? If yes, > I think this would be a useful discussion to have. > Correct. Some people just want an AR experience where they can set up a scene and walk around it with potentially some simple click/hover interactions. As a user of our AR platform, I almost never interact with the real world (ie snapping to or placing things on real world object) > It doesn't look good if a customer asks if we support WebXR and we say >> that it only works if they use a non-standard extension... >> > > That's kind of the question here - would apps really be able to work just > with core WebXR + "immersive-ar" for poses, or would they need real-world > understanding in some form also, in which case they'd potentially be back > to using not-yet-standard extensions? Is your point that it would be > important to distinguish this, i.e. by being able to say that it is indeed > using standard core WebXR + a standard "poses-only AR" module that provides > "immersive-ar", and there's also separate support for draft > real-world-understanding modules such as hit testing, plane detection, > anchors, etc.? > Correct.
Received on Saturday, 3 August 2019 19:44:41 UTC