HI
I’m not a GWT expert
CODE
TRENDS
VR
VIRTUAL
REALITY
VR
MORTON HEILING
ANTICIPATE IN
>> 1957 <<
VR
TRON LAUNCH
THE CONCEPT
IN 1982
VR
NINTENDO RULE
THAT IN EARLY
‘90
VR
SEGA RESPOND TO NINTENDO IN 1993
WITH “Sega VR”
VR
MATRIX GO OVER�WITH CREATION
OF A VISIONARY WORLD THAT PEOPLE KNOW
1999
2000
BOOOOM
From there every year is the VR year!
Finally in 2014
Google Cardboard
land
Zuck, what about invest billion in Oculus Rift?!?!
THANK YOU
GWT
for Cardboard
What is Cardboard?
State of
the art?
NATIVE!
VR on web is still experimental
https://vr.chromeexperiments.com/
all these samples are based on
webgl with threejs
Mmmm…
… unstable...
WE LOVE IT!
Why not
use GWT?
The optimization that GWT brings to the generated JS code has the potential to deliver unexpected performances on notoriusly resource-expensive solutions like webgl.
WebGL
http://caniuse.com/#feat=webgl �Claims a global compatibility coverage of 80.74%, not so bad.
A long time ago in a galaxy far, far away…
A framework to manage
3D on webgl is still needed
HOW!?
Parallax3D vs Threejs
class MyScene extends AnimatedScene {..}�
PerspectiveCamera camera = new PerspectiveCamera(45, getRenderer().getAbsoluteAspectRation(), 1, 1000);
SphereGeometry geometry = new SphereGeometry(220, 20, 20);
var scene = new THREE.Scene();���var camera = new THREE.PerspectiveCamera(45, webglEl.offsetWidth / webglEl.offsetHeight, 1, 1000);
var geometry = new THREE.SphereGeometry(100, 20, 20)
What about…
RENDERING
PHOTOSPHERE?
Map a 360 photo/video onto a 3D sphere
Map a 360 photo/video onto a 3D sphere
MeshBasicMaterial material = new MeshBasicMaterial();
Texture texture = new Texture("/photosphere.jpg");
material.setMap(texture);
material.setSide(SIDE.DOUBLE);
SphereGeometry geometry = new SphereGeometry(220, 20, 20);
Mesh mesh = new Mesh(geometry, material);
getScene().add(mesh);
Camera
POV
Point of View obviosuly...
Camera Point of View
PerspectiveCamera camera = new PerspectiveCamera(45, getRenderer().getAbsoluteAspectRation(), 1, 1000);
The camera needs to look/rotate around linked to the device orientation.
The camera needs to be placed inside the 3D sphere.
Move camera around??
Threejs
provides
DeviceOrientationControls
plugin
Parallax3D
not ;(
Translate threejs DeviceOrientationControls plugin
to parallax3D plugin!
3 hours
later...
DONE!
WAT!?
Where you get accelerometer values?
CTRL+C / CTRL+V! Thanks to @dankurka’s contribution
Great, now
how do we get
a stereo effect?
parallax3D has it!
Hell yeah!
new Stereo(getRenderer(), getScene())
or
new OculusRift(getRenderer(), getScene())
1 minute
later...
Check it out!
goo.gl/QBN9nE