AR and VR Using the Webxr API: Learn to Create Immersive Content with Webgl, Three.Js, and A-Frame


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Chapter 1: IntroductionSub-Topics: - The Components of WebXR- Pose tracking- Camera data- Scene understanding- Hit-Testing- Anchors- Point-clouds- Surfaces- light-estimation- The webXR API- WebGL 1 → WebGL 2 → WebGPU → WebVR → WebXR- Khronos Group and WC3- The webXR emulator- Industry Standard XR Guidelines (Microsoft, Google)
Chapter 2: SetupSub-Topics: - Types of Browsers and Requirements- Chrome Canary- Firefox Reality- Oculus Browser- How to setup a local server for development- Node, Python, Servez- Local machine setup- Download and install Visual Studio Code- Create GitHub account- Playgrounds vs. Local development while executive the code in the book
Chapter 3: Introduction to Web BrowsersSub-Topics: - The Workings of the World Wide Web- Client - Server relationship- HTML, CSS, and Javascript- The Workings of a Web Page- The Document Object Model- The Render Engine- HTML5 and Canvas- Toward Native Code in the Browser- WebAssembly Physics and the GPU
Chapter 4: A Brief Introduction to WebGLSub-Topics: - The Big Picture of WebGL- A Crash Course in 3D Graphics- The Graphics Rendering → Rasterizing Pipeline- The Difference Between WebGL and JavaScript- CPU vs GPU- Browser vs Native- The Value of Many Threads- The Components of a WebGL Application- Vertex and Fragment Shaders- Uniforms, Attributes, and Buffers- ViewMatrix, ProjectionMatrix, and the WebGL Matrix Math Library- The Cognitive Dissonance between WebGL and Web Programmers
Chapter 5: WebXR Libraries -- Three.jsSub-Topics: - An Overview of JavaScript Libraries- Introduction to Three.js, which Makes Programming WebGL Easier- Async and Await vs Promises in JavaScript- JavaScript and the GPU
Chapter 6: WebXR Frameworks: Mozilla's A-FrameSub-Topics: - A-Frame makes Three.js easier- The Components of A-Frame: - Scenes, Cameras, Objects, Interactions- Light and Shadows- 3D Objects and the gLTF file format
Chapter 7: WebXR Engines: Babylon.jsSub-Topics: - TypeScript vs JavaScript- Type safety- Parallel Processing- The Babylon.js Tools- Playground- Inspector- Node Creator- What Makes an Engine vs. a Framework?- The role of physics in XR creation
Chapter 8: Web Augmented Reality in Chrome CanarySub-Topics: - An Overview of the WebXR Features in the Chrome Canary XR API- Hit-Testing- Camera access- Accessing Developer Features in Chrome- The Browser and Hardware Connection- Final Project: Client-Server database connection for data persistence in AR
Chapter 9: The Future of WebXRSub-Topics: - Computer Vision and WebXR- Facial Recognition and Filters- Multi-user Interaction- Spatial / Cloud Anchors- Social XR- Hand Gestures and Voice Commands- Motion Tracking- Cloud-Computing and Privacy- The ethical responsibility of the Immersive Web developer


Author: Rakesh Baruah
Publisher: Apress
Published: 12/25/2020
Pages: 328
Binding Type: Paperback
Weight: 1.09lbs
Size: 9.21h x 6.14w x 0.74d
ISBN13: 9781484263174
ISBN10: 1484263170
BISAC Categories:
- Computers | Internet | Web Programming
- Computers | Programming | Games

About the Author
Rakesh Baruah is a writer and creator with 15 years of experience in new media, film, and television in New York City. After completing an MFA in screenwriting and directing for film from Columbia University, Rakesh joined the writers' room of a hit, primetime, network drama as an assistant. The experience opened his eyes to the limits of television and the opportunities promised by 3D, immersive content. In 2016 he began a self-guided journey toward mixed reality design that has taken him through startups, bootcamps, the Microsoft offices, and many, many hours in front of a computer. He is the author of one previous book on virtual reality and the Unity Game Engine and has received an Nvidia-certified nanodegree in Computer Vision. He shares what he's learned with you in a style and format designed specifically for the person who, in high school, preferred English class to Trigonometry.