The next frontier WebGL and WebVR
summary
Shows concrete WebGL work using three.js to load geometries, textures and GLSL shaders (examples: NYT mountain visual, MapQuest drone point cloud, 3D models for architecture/medicine) and demos a browser VR pipeline that splits the view, uses the WebVR API/device pose or deviceorientation, and updates camera per-frame. Covers cheap Google Cardboard (~€10), Oculus pricing (~$599), and Tango positional tracking (dev kit ~$1000, consumer ~$500) — all working in-browser.
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chapters (17)
- 0:00Intro
- 2:01WebGL
- 4:44Use cases
- 7:59Browser support
- 8:53How do we do it
- 12:14Texture
- 16:25Shaders
- 18:26Pipeline
- 20:09ThreeJ
- 29:15WebGL specification
- 29:48Cardboard
- 30:12Cardboard VR
- 31:00Photo spheres
- 31:32Frame
- 32:08Augmented Reality
- 34:08Demo
- 36:17Outro
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