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WebXR

From Wikipedia, the free encyclopedia
Experimental JavaScript API for augmented/virtual reality devices
WebXR
WebXR Device API
Status
  • Candidate Recommendation (CR)
    • Device API
    • Augmented Reality Module
  • Working Draft (WD)
    • Layers API
    • Hand Input Module
    • Gamepads Module
  • First Public Working Draft (FPWD)
    • Lighting Estimation API
    • Hit Test Module
    • DOM Overlays Module
    • Depth Sensing Module
  • Editor's Draft (ED)
    • Anchors Module
OrganizationW3C
Committee
  • Immersive Web Community Group
  • Immersive Web Working Group
Editors
  • Rik Cabanier
  • Manish Goregaokar
  • Brandon Jones
  • Nell Waliczek
Base standards
Domain
Websiteimmersive-web.github.io

WebXR Device API is a Webapplication programming interface (API)[1][2] that describes support for accessingaugmented reality andvirtual reality devices, such as theHTC Vive,Oculus Rift,Meta Quest,Google Cardboard,HoloLens,Apple Vision Pro,Android XR-based devices,Magic Leap orOpen Source Virtual Reality (OSVR), in aweb browser.[3][4] The WebXR Device API and related APIs[5] are standards defined byW3C groups, the Immersive Web Community Group[6] and Immersive Web Working Group.[7][8] While the Community Group works on the proposals in the incubation period, the Working Group defines the final web specifications to be implemented by the browsers.[9][10][11]

WebVR was an experimental Web API that was only capable of representing virtual reality and was superseded by WebXR.[12][13][14]

History

[edit]

WebVR API was first conceived in spring 2014 byVladimir Vukićević fromMozilla. The API's contributors include Brandon Jones(Google), Boris Smus and others from the Mozilla team.[15] On March 1, 2016, the Mozilla VR team and theGoogle Chrome team announced the version 1.0 release of the WebVRAPI proposal. The resulting API refactoring brought many improvements to WebVR.[16]

The latest WebXR Device APIWorking Draft was last published in February 2022.[4] The editors of the specification currently are fromGoogle andMeta. Other members fromMozilla,Microsoft,Samsung Electronics andApple, as well as various startups and invited experts have input in the future of the specification.[17] All of the discussions of the specifications are public on GitHub.[18]

Notable updates include enhancedAR capabilities, improved performance, and broader device support.[19] The ongoing efforts focus on standardizing and advancing the WebXR API, providing developers with the necessary tools and resources to createimmersive web experiences.[20]

In 2018, the WebXR Device API superseded WebVR, being designed for both augmented reality, virtual reality devices and the possible future realities and devices.[12][13][21] WebVR was implemented in Firefox and Chromium-based browsers before being deprecated and removed. On September 24, 2018, the Immersive Web Working Group became official.[22]

Design

[edit]

The WebXR Device API exposes a few new interfaces (such as XRView,[21] XRPose[23]) that allowweb applications to present content in virtual reality and augmented reality, by usingWebGL with the necessary camera settings and device interactions (such as controllers or point of view).

Support

[edit]

WebXR Device API[24] (Candidate Recommendation Draft) is currently supported in the stable versions of Edge and Chrome 79+, Chrome for Android 79+, Opera 66+, Opera Mobile 64+, Samsung Internet 12+, and Oculus Browser.[25][26] WebXR is supported inSafari for visionOS on theApple Vision Pro mixed reality headset.[27]Android XR also supports WebXR.[citation needed]

Similar technologies

[edit]

Although WebXR is unique as an API, it has similarities to native APIs in the same space such asOpenXR,ARCore, andARKit.

See also

[edit]

References

[edit]
  1. ^"Web APIs | MDN".developer.mozilla.org. Retrieved2022-03-01.
  2. ^"Why You Should Be Paying Attention to WebXR".CrossComm. Retrieved2022-03-01.
  3. ^"Fundamentals of WebXR".MDN Web Docs. Retrieved22 December 2021.
  4. ^ab"WebXR Device API".www.w3.org. Retrieved2022-03-01.
  5. ^"The Immersive Web Working Group/Community Group".immersive-web.github.io. Retrieved2022-03-01.
  6. ^"Immersive Web Community Group".www.w3.org. 22 March 2017. Retrieved2022-03-01.
  7. ^"Immersive Web Working Group".www.w3.org. Retrieved2022-03-01.
  8. ^"WebXR Device API - Web APIs | MDN".developer.mozilla.org. Retrieved2022-03-01.
  9. ^Immersive Web Community Group Proposals Repo, Immersive Web at W3C, 2022-02-21, retrieved2022-03-01
  10. ^"Community and Business Group Process | Community and Business Groups".www.w3.org. Retrieved2022-03-01.
  11. ^"Standards/Participating in a W3C Working Group - MozillaWiki".wiki.mozilla.org. Retrieved2022-03-01.
  12. ^abVrignaud, Andre (October 20, 2017)."Bringing Mixed Reality to the Web – The Mozilla Blog".The Mozilla Blog. RetrievedDecember 23, 2021.
  13. ^abMedley, Joseph (May 2018)."Welcome to the immersive web".Google Developers. RetrievedDecember 23, 2021.
  14. ^"WebVR API".MDN Web Docs. Retrieved2015-11-04.
  15. ^"WebVR Deprecated Specification".W3C webvr. 2022-02-28.
  16. ^Yee, Casey (March 1, 2016)."Introducing the WebVR 1.0 API Proposal".Mozilla Hacks. Retrieved2021-12-23.
  17. ^"Immersive Web Working Group - Participants".www.w3.org. Retrieved2022-03-01.
  18. ^"Immersive Web at W3C".GitHub. Retrieved2022-03-01.
  19. ^"WebXR GitHub repository".github.com. Retrieved2024-08-02.
  20. ^"W3C WebXR Device API".w3.org. Retrieved2024-08-02.
  21. ^ab"WebXR Device API".immersive-web.github.io. Retrieved2022-03-01.
  22. ^"Immersive Web Working Group Charter". RetrievedDecember 23, 2021.
  23. ^"WebXR Device API".immersive-web.github.io. Retrieved2022-03-01.
  24. ^"WebXR Device API".W3C. Retrieved2024-02-17.
  25. ^""webxr" | Can I use... Support tables for HTML5, CSS3, etc".caniuse.com. Retrieved2022-03-01.
  26. ^"Introduction to Oculus Browser | Oculus Developers".developer.oculus.com. Retrieved2022-03-01.
  27. ^"Meet Safari for spatial computing".developer.apple.com. Retrieved2024-02-17.

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