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Rakesh Baruah - AR and VR Using the WebXR API: Learn to Create Immersive Content with WebGL, Three.js, and A-Frame

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Rakesh Baruah AR and VR Using the WebXR API: Learn to Create Immersive Content with WebGL, Three.js, and A-Frame
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AR and VR Using the WebXR API: Learn to Create Immersive Content with WebGL, Three.js, and A-Frame: summary, description and annotation

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Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer.

Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. Youll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language.

With a familiarity of the web-rendering pipeline in place, youll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozillas A-Frame XR Framework, which use WebXR to create high-end visual effects. In the final projects of the book, youll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction.

Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all--the web; AR and VR Using the WebXR API will show you the way.

What Youll Learn
  • Master the creation of virtual reality and augmented reality features for web page
  • Prepare to work as an immersive web developer with a portfolio of projects in sought-after technologies
  • Review the fundamentals of writing shaders in WebGL
  • Experience the unity between client, server, and cloud architecture as it applies to location-based AR
Who This Book Is For

Aspiring immersive web developers and developers already familiar with the fundamentals of web development who want to further explore topics such as spatial computing, computer vision, spatial anchors, and cloud-computing for multi-user social experiences.

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Book cover of AR and VR Using the WebXR API Rakesh Baruah AR and VR Using - photo 1
Book cover of AR and VR Using the WebXR API
Rakesh Baruah
AR and VR Using the WebXR API
Learn to Create Immersive Content with WebGL, Three.js, and A-Frame
1st ed.
Logo of the publisher Rakesh Baruah Brookfield WI USA Any source code or - photo 2
Logo of the publisher
Rakesh Baruah
Brookfield, WI, USA

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-6317-4 . For more detailed information, please visit www.apress.com/source-code .

ISBN 978-1-4842-6317-4 e-ISBN 978-1-4842-6318-1
https://doi.org/10.1007/978-1-4842-6318-1
Rakesh Baruah 2021
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Distributed to the book trade worldwide by Springer Science+Business Media New York, 1 New York Plaza, Suite 4600, New York, NY 10004-1562, USA. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

To Mom & Dad for boundless patience, love, and support

Introduction

This book is a resource to help you become familiar with the tools to create mobile mixed reality for the Web. On July 24, 2020 the World Wide Web Consortium, the international standards organization for the World Wide Web, published its most recent version, as of this writing, of the WebXR API specification. The specification describes how Web browsers can implement support for virtual and augmented reality devices, including headsets and sensors, on the Web. The first iteration of the specification appeared in 2017 as the WebVR API. However, in 2018 the expansion of use cases for VR and AR on the Web prompted the Immersive Web Working Groupmade up of contributors from Google, Microsoft, Mozilla, and elsewhereto overhaul WebVR in favor of an API designed to embrace what the future of mixed reality may offer. By June of 2020, at least four of the leading Web browsers, including Google Chrome, Microsoft Edge, Mozilla Firefox, and Oculus Browser, provided support for the WebXR API.

As WebXR is a new, evolving specification, resources for its development are sparse. In this book I have created a pathway to help you prepare for the future of mobile, mixed reality development. By the books end you will be familiar with the most common tools used for WebXR development today. These tools include Visual Studio Code, WebGL, Three.js, and A-Frame. Familiarity with HTML, CSS, and JavaScript is not required to benefit from the lessons in this book.

What follows is a road map for the rest of the course. Chapter provides instruction on how to import 3D models into A-Frame, animate them, and view them in augmented reality through GitHub Pages.

The WebXR API is poised to become a useful tool for XR and Web developers alike. As the lines between mobile and native, augmented and virtual blur, applications that make use of both 2D and immersive technologies will become more common. I have created the lessons inside this book with the intent to help you join the growing community of developers designing experiences for the immersive Web. No prior experience with Web development or 3D programming is assumed. As the WebXR API is such a new technology, more seasoned developers may also benefit from the instruction contained within. As the future of Web development moves into a third dimension and the principles of game development move on to the Web, more opportunities will open up for creative minds to forge the language of the new Internet. I hope you, empowered with the lessons in this course, will be among those leading the charge.

Acknowledgments

Deep thanks to the members of the Immersive Web Working Group for their support of the WebXR API. To Brandon Jones, Nell, Manish, and others whom I only know through Twitter, thank you for the attention you put into the documentation for the WebXR API and all of its features. Mr. Doob, thanks go to you and your compatriots for creating and maintaining Three.js. To the team at Google Chrome Labs, thank you for evangelizing the promise of augmented reality on the Web. To Mozilla and all who have called it an employer, thank you for everything you have done to help make the Web a more inclusive, democratic space. Thank you to the team members at Mozilla Mixed Reality, Mozilla Hubs, MDN, and A-Frame for creating, supporting, and maintaining the tools to make mobile mixed reality an opportunity for everyone in the world. An incredibly special thank you to my team at Apress for their tireless devotion to my project. Spandana Chatterjee, thank you for your support and concern for all things book related and not. James Markham, thank you for the guidance you have provided for each chapter. To Yogendra Sharma, my technical editor, thank you for keen eyes and a sharp mind that kept me honest. And finally, thank you to my primary editor, Divya Modi, for whom this is my second book. Divya, thank you for the prompt responses, clarifications, follow-ups, and forwards that made collaborating remotely a smooth, fruitful experience.

Table of Contents
About the Author
Rakesh Baruah
is a writer and creator with 15 years of experience in new media film and - photo 3

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, boot camps, 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 currently teaches high school computer science in Milwaukee, WI. He shares what hes learned with you in a style and format designed specifically for the person who, in high school, preferred English class to Trigonometry.

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