An Introduction to WebVR
summary
Overview of what actually gets built and how: a working 360° video prototype uses WebGL + Three.js, the WebVR API (with a polyfill and WebVR manager) and mobile/desktop device feeds; rendering runs stereo twice and targets 90 or even 120 fps on HMDs. Practical limits and fixes are measured: devices have ~10 PPD vs 60 PPD ideal, comfortable depth is 0.5–20 m, avoid acceleration to reduce sickness, and the API enforces requestPresent requires a user gesture.
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chapters (9)
- 0:00Intro
- 1:13Agenda
- 2:00Hardware
- 4:19stereoscopic images and tracking
- 6:42JavaScript
- 13:20Libraries
- 20:06What can we do
- 23:17The Web and VR
- 24:41The Future








