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blog.mozvr.com
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Over the past few months, we’ve been experimenting with what it would take to enable efficient, usable computer vision in WebXR. We’ve implemented a simple set of APIs in our iOS WebXR Viewer and the webxr-polyfill to test these ideas, and created some examples demonstrating how these APIs would work in practice, from simple color detection to tracking black and white markers in 3D using a WebAsse
Imagine you wanted to have your store’s web page work in 2D, and also take advantage of the full range of AR and VR devices. WebXR will provide the foundation you need to create pages that work everywhere, and let you focus on compelling User Experiences on each of the devices. In a recent blog post, we touched on one aspect of progressive WebXR, showcasing a version of A-Painter that was adapted
Today we are proud to announce Firefox Reality, a new web browser designed from the ground up for stand-alone virtual and augmented reality headsets. We took our existing Firefox web technology and enhanced it with Servo, our experimental web engine. From Firefox, we get decades of web compatibility as well as the performance benefits of Firefox Quantum. From the Servo team (who recently joined th
In our posts announcing our Mixed Reality program last year, we talked about some of the reasons we were excited to expand WebVR to include AR technology. In the post about our experimental WebXR Polyfill and WebXR Viewer, we mentioned that the WebVR Community Group has shifted to become the Immersive Web Community Group and the WebVR API proposal is becoming the WebXR Device API proposal. As the
A brief introduction When creating WebVR experiences developers usually face a common problem: it’s hard to find assets other than just basic primitives. There’re several 3D packages to generate custom objects and scenes that use custom file formats, and although they give you the option to export to a common file format like Collada or OBJ, each exporter saves the information in a slightly differ
It has been almost four months since we released A-Painter. We've received lots of compliments, help and feedback from users and developers. Thanks for your support! Now that you're familiar with the basics, let's explore some advanced features that you might not know and make part of my A-Painter creative workflow. Reference Images and 3D Models You can use images and 3D models as references for
We are happy to announce that the first WebVR patches are landing in Servo. For the impatients: You can download a highly experimental Servo binary compatible with HTC Vive. Switch on your headset and run servo.exe --resources-path resources webvr\room-scale.html The current implementation supports the WebVR 1.2 spec that enables the API in contexts other than the main page thread, such as WebWork
WebVR development continues to happen at a fever pace. And while much of the work has been around refining aspects of the API that define how content is rendered into headsets and managing input devices, one of the most exciting recent developments is the added ability to navigate between WebVR experiences. The story of the Web is really the story of the hyperlink. Without the hyperlink, the Web w
We want VR to be a first-class citizen in the Web ecosystem. For that we need a fast and flexible runtime that will allow us to build all the forward-looking ideas we’re cooking. Servo is a modern high-performance browser engine designed for both application and embedded uses developed from the scratch at Mozilla. The technical goals, community, and culture around the project resonated with us, an
Want to start painting now? Head to https://aframe.io/a-painter! Make sure you have a WebVR-enabled browser. In Chromium, enable the flags for chrome://flags/#enable-webvr and chrome://flags/#enable-gamepad-extensions. Firefox support is coming soon. (Don’t have a headset? No problem – you can still view paintings from any device!) We on the Mozilla VR team are hardcore fans of Tilt Brush. It’s a
The WebVR API is a set of DOM interfaces that enable WebGL rendering into Virtual Reality headsets and access to the various sensors for orientation, positioning, and input controls. As of today, August 16, 2016, Firefox Nightly will support the WebVR 1.0 API. This replaces the earlier WebVR API implementation with the standard proposed by the WebVR W3C community group. Our earlier article on the
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