- From: Ada Rose Cannon <ada@ada.is>
- Date: Wed, 27 Feb 2019 13:46:03 +0000
- To: "Waliczek, Nell" <nhw@amazon.com>
- Cc: "public-immersive-web-wg@w3.org" <public-immersive-web-wg@w3.org>, "public-immersive-web@w3.org" <public-immersive-web@w3.org>
- Message-ID: <CAF_6Tsvyq6nZhPbf2sqzV73A4kAhg2g1==D8Tb=WrAUOkFNsWw@mail.gmail.com>
Sure thing! On Tue, 26 Feb 2019 at 23:00, Waliczek, Nell <nhw@amazon.com> wrote: > Thanks for this super thorough write-up, Ada! > > > > And a heads up so folks don’t miss it… the design I proposed at the F2F > for gamepad mappings is now up in its own repo and is ready for wider > review as of **glances at watch** now 😊 There’s still a bunch of work to > be done (as the repo’s issues list indicates), but please take a look and > let me know any feedback you have on the general direction. > > > > https://github.com/immersive-web/xr-gamepad-mappings > > > > *Ada,* can we put this on the agenda for next week’s call? > > > > *From: *Ada Rose Cannon <ada@ada.is> > *Date: *Tuesday, February 26, 2019 at 12:23 PM > *To: *"public-immersive-web-wg@w3.org" <public-immersive-web-wg@w3.org>, " > public-immersive-web@w3.org" <public-immersive-web@w3.org> > *Subject: *January 2019 F2F Summary > *Resent-From: *<public-immersive-web-wg@w3.org> > *Resent-Date: *Tuesday, February 26, 2019 at 12:22 PM > > > January 2019 F2F Follow Up > > This can be read on Github > <https://github.com/immersive-web/administrivia/blob/master/newsletter/2919-01-28-Face-to-face-follow-up.md>. > Feel free to share the URL. > > The aims of this are to summarise some of the discussions and resolutions > from the face to face in January in California. Firstly I would like to > thank Samsung Research America for hosting the event. > > This was largely put together from the minutes: > > https://www.w3.org/2019/01/29-immersive-web-minutes.html > > https://www.w3.org/2019/01/30-immersive-web-minutes.html > Input and Controllers #336 > <https://github.com/immersive-web/webxr/issues/336>, #392 > <https://github.com/immersive-web/webxr/isues/392> & Pull #462 > <https://github.com/immersive-web/webxr/pull/462> > > There was a discussion about building a custom interfaces for accessing > the XR controller. A gamepad-based solution (as described in #499) was also > proposed and was overwhelmingly preferred. > > Nell is putting together a repository > <https://github.com/immersive-web/xr-gamepad-mappings> of Schemas which > can be maintained as an open source repo for mapping from the gamepad API > to controllers. > originOffset behaviour #477 > <https://github.com/immersive-web/webxr/issues/477> > > View the issue > <https://github.com/immersive-web/webxr/issues/477#issuecomment-456565794> > for more detail and wonderful handdrawn diagrams! > > *Interpretation A* thinks of the originOffset as applying to the > *tracking* origin. * Interpretation B* thinks of the originOffset as > applying to the *virtual scene's* origin. > > Either can be wholly mathematically consistent, and either can be made > clear by the spec text, I'm just curious which approach the WG as a whole > finds to be the most intuitive. > > After a vote at the face to face *Interpretation B* seemed to be more the > popular and we will work with in the future. > Hit Testing and Anchors (#491 > <https://github.com/immersive-web/webxr/pull/491>, #492 > <https://github.com/immersive-web/webxr/pull/492>, #493 > <https://github.com/immersive-web/webxr/pull/493>) > > The proposed changes are the introduction of the first real AR parts of > the WebXR spec. They were met with overwhelming approval after the > explanations. I have included the introduction from the hit testing > explainer > <https://github.com/immersive-web/webxr/blob/master/hit-testing-explainer.md> > which I recommend reading: > > "Hit testing" (aka "raycasting") is the process of finding intersections > between 3D geometry and a ray, comprised of an origin and direction. > Conceptually, hit testing can be done against virtual 3D geometry or > real-world 3D geometry. As WebXR does not have any knowledge of the > developer's 3D scene graph, it does not provide APIs for virtual hit > testing. It does, however, have information about the real-world and > provides a method for developers to hit test against it. Most commonly in > WebXR, developers will hit test using XRInputSources or the > XRSession.viewerSpace to track where a cursor should be drawn on hand-held > devices, or even to bounce a virtual object off real-world geometry. In > WebXR, 'inline' and 'immersive-vr' sessions are limited to performing > virtual hit tests, while 'immersive-ar' sessions can perform both virtual > and real-world hit tests. > > Continue reading the hit testing explainer > <https://github.com/immersive-web/webxr/blob/master/hit-testing-explainer.md> > FoV / ViewMatrix (#461 <https://github.com/immersive-web/webxr/issues/461> > /#447 <https://github.com/immersive-web/webxr/issues/447>) Expose > combined frustrum (#203 > <https://github.com/immersive-web/webxr/issues/203>) Default FoV for > Magic Window (#272 <https://github.com/immersive-web/webxr/issues/272>) > > The next section tackled issues relating to the field of view. > Intersection of Request Animation Frame and Request Idle Callback > > - Should we provide projection matrices or break them down for the > user? > > No clear conclusion. Further discussion required. > > - What should the default field of view for magic window mode be? > > There isn't really a too bad answer settled on 90degrees vertical (PR #519 > <https://github.com/immersive-web/webxr/pull/519>) > Handling Tracking Loss (#243 > <https://github.com/immersive-web/webxr/issues/243>) > > This began with a summary of Alex Turner's research into how different > platforms handle losing position tracking: > > Handling tracking loss · Issue #243 · immersive-web/webxr > <https://github.com/immersive-web/webxr/issues/243#issuecomment-454282109> > > There was discussion around sensible defaults a PR will be put together > soon to put these into the spec. > Handling Request Animation Frames for content of different framerates > being displayed on displays of different framerates > > It's really worth reading the minutes > <https://www.w3.org/2019/01/30-immersive-web-minutes.html#item04> for > this topic. Essentially some video content will be slower than the headset > framerate: > > - Video 24/50/60Hz > - DOM content 60 Hz > > Which could be displayed on multiple devices at the same time: > > - Headsets 90+ Hz > - Monitors/TV 60Hz > > Previously browsers largely ignored this and set the assumed it was always > 60hz on browsers which could support it even on screens which run at higher > frame rates. > > No resolutions were proposed during the session but it's an interesting > issue to think about. > Quadlayer - DOM content in XR > > Nell gives a great summary of this issue which you can read in the minutes > <https://www.w3.org/2019/01/30-immersive-web-minutes.html#item05> > > The idea that you can create 2d uis in world space in html/css is one of > the things that we hear frequently -- back at tpac we spent a bunch of time > talking about the problem space. The traditional ways people use 2d APIs > don't work if there's no way to draw them to the screen. > > This is solvable in the context of XR if the actual composition is done by > the UA and not the user, this is the concept of a quad layer. > > The main benefit of quadlayer is that putting text content on a texture > looks really blurry but a seperate layer can be able to do reprojection for > the final pose without any per-pixel warping. > Long lived XR Apps (proposals/#43 > <https://github.com/immersive-web/proposals/issues/43>) > > This was a discussion about the possibilities of running simultaneous XR > apps which can hang around for a long time even in other experiences > outside of the browser. For example a semi-permanent information widget > positioned in a fixed place in your house in AR. > > Initial discussion here for a solution based on WebExtensions: > https://github.com/immersive-web/proposals/issues/43 > > Analysis on some of the threat vectors of XR: > > immersive-web/privacy-and-security > <https://github.com/immersive-web/privacy-and-security/blob/master/EXPLAINER.md> > Mirror views - Display WebXR on other sources > > Discussion on how important it is to get a video output suitable for flat > displays from a WebXR scene? Many uses were raised: > > - Debugging > - Streaming > - Local Audience > - Asymmetrical Experiences > > Expose a hidden area mesh or a hidden area depth write function (#463 > <https://github.com/immersive-web/webxr/issues/463>) > > A simple optimization that VR native applications are already taking > advantage of is to inhibit fragment shading of regions of the display > panels that, after warping and optics, are not visible to the user. > > OpenVR exposes such information as a mesh: > > https://github.com/ValveSoftware/openvr/wiki/IVRSystem::GetHiddenAreaMesh > > Essentially, such a mesh is rendered before the rest of the scene geometry > using either depth buffer or stencil buffer writes to inhibit fragment > processing of those pixels in subsequent render passes. > > This can provide significant performance improvements without relying on > any special rendering API functions. This is also much easier to integrate > into rendering engines relative to other optimizations (eg, multiview). > > Should probably just be fetched every frame >
Received on Wednesday, 27 February 2019 13:47:09 UTC