The Openxr Specification

Total Page:16

File Type:pdf, Size:1020Kb

The Openxr Specification The OpenXR Specification Copyright (c) 2017-2021, The Khronos Group Inc. Version 1.0.19, Tue, 24 Aug 2021 16:39:15 +0000: from git ref release-1.0.19 commit: 808fdcd5fbf02c9f4b801126489b73d902495ad9 Table of Contents 1. Introduction . 2 1.1. What is OpenXR?. 2 1.2. The Programmer’s View of OpenXR. 2 1.3. The Implementor’s View of OpenXR . 2 1.4. Our View of OpenXR. 3 1.5. Filing Bug Reports. 3 1.6. Document Conventions . 3 2. Fundamentals . 5 2.1. API Version Numbers and Semantics. 5 2.2. String Encoding . 7 2.3. Threading Behavior . 7 2.4. Multiprocessing Behavior . 8 2.5. Runtime . 8 2.6. Extensions. 9 2.7. API Layers. 9 2.8. Return Codes . 16 2.9. Handles . 23 2.10. Object Handle Types . 24 2.11. Buffer Size Parameters . 25 2.12. Time . 27 2.13. Duration . 28 2.14. Prediction Time Limits . 29 2.15. Colors. 29 2.16. Coordinate System . 30 2.17. Common Object Types. 33 2.18. Angles . 36 2.19. Boolean Values . 37 2.20. Events . 37 2.21. System resource lifetime. 42 3. API Initialization. 43 3.1. Exported Functions . 43 3.2. Function Pointers . 43 4. Instance. 47 4.1. API Layers and Extensions . 47 4.2. Instance Lifecycle . 53 4.3. Instance Information . 58 4.4. Platform-Specific Instance Creation. 60 4.5. Instance Enumerated Type String Functions. 61 5. System . 64 5.1. Form Factors . 64 5.2. Getting the XrSystemId . 65 5.3. System Properties . 68 6. Path Tree and Semantic Paths. 72 6.1. Path Atom Type . 72 6.2. Well-Formed Path Strings . 74 6.3. Reserved Paths . 77 6.4. Interaction Profile Paths . 82 7. Spaces . ..
Recommended publications
  • VR Headset Comparison
    VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled
    [Show full text]
  • Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
    ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration.
    [Show full text]
  • Advanced Displays and Techniques for Telepresence COAUTHORS for Papers in This Talk
    Advanced Displays and Techniques for Telepresence COAUTHORS for papers in this talk: Young-Woon Cha Rohan Chabra Nate Dierk Mingsong Dou Wil GarreM Gentaro Hirota Kur/s Keller Doug Lanman Mark Livingston David Luebke Andrei State (UNC) 1994 Andrew Maimone Surgical Consulta/on Telepresence Federico Menozzi EMa Pisano, MD Henry Fuchs Kishore Rathinavel UNC Chapel Hill Andrei State Eric Wallen, MD ARPA-E Telepresence Workshop Greg Welch Mary WhiMon April 26, 2016 Xubo Yang Support gratefully acknowledged: CISCO, Microsoft Research, NIH, NVIDIA, NSF Awards IIS-CHS-1423059, HCC-CGV-1319567, II-1405847 (“Seeing the Future: Ubiquitous Computing in EyeGlasses”), and the BeingThere Int’l Research Centre, a collaboration of ETH Zurich, NTU Singapore, UNC Chapel Hill and Singapore National Research Foundation, Media Development Authority, and Interactive Digital Media Program Office. 1 Video Teleconferencing vs Telepresence • Video Teleconferencing • Telepresence – Conven/onal 2D video capture and – Provides illusion of presence in the display remote or combined local&remote space – Single camera, single display at each – Provides proper stereo views from the site is common configura/on for precise loca/on of the user Skype, Google Hangout, etc. – Stereo views change appropriately as user moves – Provides proper eye contact and eye gaze cues among all the par/cipants Cisco TelePresence 3000 Three distant rooms combined into a single space with wall-sized 3D displays 2 Telepresence Component Technologies • Acquisi/on (cameras) • 3D reconstruc/on Cisco
    [Show full text]
  • 2020 IEEE Conference on Virtual Reality and 3D User Interfaces
    2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR 2020) Atlanta , Georgia, USA 22 – 26 March 2020 IEEE Catalog Number: CFP20VIR-POD ISBN: 978-1-7281-5609-5 Copyright © 2020 by the Institute of Electrical and Electronics Engineers, Inc. All Rights Reserved Copyright and Reprint Permissions: Abstracting is permitted with credit to the source. Libraries are permitted to photocopy beyond the limit of U.S. copyright law for private use of patrons those articles in this volume that carry a code at the bottom of the first page, provided the per-copy fee indicated in the code is paid through Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923. For other copying, reprint or republication permission, write to IEEE Copyrights Manager, IEEE Service Center, 445 Hoes Lane, Piscataway, NJ 08854. All rights reserved. *** This is a print representation of what appears in the IEEE Digital Library. Some format issues inherent in the e-media version may also appear in this print version. IEEE Catalog Number: CFP20VIR-POD ISBN (Print-On-Demand): 978-1-7281-5609-5 ISBN (Online): 978-1-7281-5608-8 ISSN: 2642-5246 Additional Copies of This Publication Are Available From: Curran Associates, Inc 57 Morehouse Lane Red Hook, NY 12571 USA Phone: (845) 758-0400 Fax: (845) 758-2633 E-mail: [email protected] Web: www.proceedings.com 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) VR 2020 Table of Contents General Chairs Message xix Conference Paper Program Chairs Message xx IEEE Visualization and Graphics Technical
    [Show full text]
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • An Empirical Study of Virtual Reality Menu Interaction and Design
    Mississippi State University Scholars Junction Theses and Dissertations Theses and Dissertations 4-30-2021 An empirical study of virtual reality menu interaction and design Emily Salmon Wall [email protected] Follow this and additional works at: https://scholarsjunction.msstate.edu/td Recommended Citation Wall, Emily Salmon, "An empirical study of virtual reality menu interaction and design" (2021). Theses and Dissertations. 5161. https://scholarsjunction.msstate.edu/td/5161 This Dissertation - Open Access is brought to you for free and open access by the Theses and Dissertations at Scholars Junction. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of Scholars Junction. For more information, please contact [email protected]. Template C with Schemes v4.1 (beta): Created by L. 11/15/19 An empirical study of virtual reality menu interaction and design By TITLE PAGE Emily Salmon Wall Approved by: Reuben F. Burch V (Major Professor) Michael Hamilton Daniel Carruth Brian Smith Ginnie Hsu Linkan Bian (Graduate Coordinator) Jason M. Keith (Dean, Bagley College of Engineering) A Dissertation Submitted to the Faculty of Mississippi State University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Industrial and Systems Engineering in the Department of Industrial and Systems Engineering Mississippi State, Mississippi April 2021 Copyright by COPYRIGHT PAGE Emily Salmon Wall 2021 Name: Emily Salmon Wall ABSTRACT Date of Degree: April 30, 2021 Institution: Mississippi State University Major Field: Industrial and Systems Engineering Major Professor: Reuben F. Burch V Title of Study: An empirical study of virtual reality menu interaction and design Pages in Study: 181 Candidate for Degree of Doctor of Philosophy This study focused on three different menu designs each with their own unique interactions and organizational structures to determine which design features would perform the best.
    [Show full text]
  • Real-Time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum
    Real-time 3D Graphic Augmentation of Therapeutic Music Sessions for People on the Autism Spectrum John Joseph McGowan Submitted in partial fulfilment of the requirements of Edinburgh Napier University for the degree of Doctor of Philosophy October 2018 Declaration I, John McGowan, declare that the work contained within this thesis has not been submitted for any other degree or professional qualification. Furthermore, the thesis is the result of the student’s own independent work. Published material associated with the thesis is detailed within the section on Associate Publications. Signed: Date: 12th October 2019 J J McGowan Abstract i Abstract This thesis looks at the requirements analysis, design, development and evaluation of an application, CymaSense, as a means of improving the communicative behaviours of autistic participants through therapeutic music sessions, via the addition of a visual modality. Autism spectrum condition (ASC) is a lifelong neurodevelopmental disorder that can affect people in a number of ways, commonly through difficulties in communication. Interactive audio-visual feedback can be an effective way to enhance music therapy for people on the autism spectrum. A multi-sensory approach encourages musical engagement within clients, increasing levels of communication and social interaction beyond the sessions. Cymatics describes a resultant visualised geometry of vibration through a variety of mediums, typically through salt on a brass plate or via water. The research reported in this thesis focuses on how an interactive audio-visual application, based on Cymatics, might improve communication for people on the autism spectrum. A requirements analysis was conducted through interviews with four therapeutic music practitioners, aimed at identifying working practices with autistic clients.
    [Show full text]
  • Manipulation of 3D Objects in Immersive Virtual Environments
    PhD Dissertation Proposal Manipulation of 3D Objects in Immersive Virtual Environments Daniel Filipe Martins Tavares Mendes [email protected] September 2015 Abstract Interactions within virtual environments (VE) often require manipu- lation of 3D virtual objects. For this purpose, several research have been carried out focusing on mouse, touch and gestural input. While exist- ing mid-air gestures in immersive VE (IVE) can offer natural manipula- tions, mimicking interactions with physical objects, they cannot achieve the same levels of precision attained with mouse-based applications for computer-aided design (CAD). Following prevailing trends in previous research, such as degrees-of- freedom (DOF) separation, virtual widgets and scaled user motion, we intend to explore techniques for IVEs that combine the naturalness of mid-air gestures and the precision found in traditional CAD systems. In this document we survey and discuss the state-of-the-art in 3D object manipulation. With challenges identified, we present a research proposal and corresponding work plan. 1 Contents 1 Introduction 3 2 Background and Related Work 4 2.1 Key players . .4 2.2 Relevant events and journals . .5 2.3 Virtual Environments Overview . .7 2.4 Mouse and Keyboard based 3D Interaction . .9 2.5 3D Manipulation on Interactive Surfaces . 12 2.6 Touching Stereoscopic Tabletops . 16 2.7 Mid-Air Interactions . 17 2.8 Within Immersive Virtual Environments . 20 2.9 Discussion . 25 3 Research Proposal 28 3.1 Problem . 28 3.2 Hypotheses . 28 3.3 Objectives . 29 4 Preliminary Study of Mid-Air Manipulations 31 4.1 Implemented Techniques . 31 4.2 User Evaluation .
    [Show full text]
  • UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
    ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality.
    [Show full text]
  • Augmented Reality and Its Aspects: a Case Study for Heating Systems
    Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 ii Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 iv Dedication I dedicate this work to my friends and my family, especially to my parents Tadeu José Viveiros and Vera Neide Cavalcanti, who have always supported me to continue my stud- ies, despite the physical distance has been a demand factor from the beginning of the studies by the change of state and country. v Acknowledgment First of all, I thank God for the opportunity. All the teachers who helped me throughout my journey. Especially, the mentors Paulo Matos and Jorge Aikes Junior, who not only provided the necessary support but also the opportunity to explore a recent area that is still under development. Moreover, the professors Paulo Leitão and Leonel Deusdado from CeDRI’s laboratory for allowing me to make use of the HoloLens device from Microsoft. vi Abstract Thanks to the advances of technology in various domains, and the mixing between real and virtual worlds.
    [Show full text]
  • XR-3 & VR-3 Product Book
    XR-3 & VR-3 Product Book Varjo XR-3 and Varjo VR-3 unlock new professional applications and make photorealistic mixed reality and virtual reality more accessible than ever, allowing professionals to see clearer, perform better and learn faster. See everything – from the big picture to the smallest detail • 115° field of view • Human-eye resolution at over 70 pixels per degree • Color accuracy that mirrors the real world Natural interactions and enhanced realism • World’s fastest and most accurate eye tracking delivers optimized visuals through foveated rendering • Integrated Ultraleap™ hand tracking ensures natural interactions. Wearable for hours on end • Improved comfort with 3-point precision fit headband, 40% lighter weight, and active cooling • Automatic IPD and sophisticated optical design reduce eye strain and simulator sickness Complete software compatibility Unity™, Unreal Engine™, OpenXR 1.0 (early 2021) and a broad range of professional 3D software, including Autodesk VRED™, Lockheed Martin Prepar3d™, VBS BlueIG™ and FlightSafety Vital™ Varjo XR-3: The only photorealistic mixed reality headset. Varjo XR-3 delivers the most immersive mixed reality experience ever constructed, featuring photorealistic visual fidelity across the widest field of view (115°) of any XR headset. And with depth awareness, real and virtual elements blend together naturally. Headset Varjo Subscription (1 year)* €5495 €1495 LiDAR and stereo RGB video pass-through deliver seamless merging of real and virtual for perfect occlusions and full 3D world reconstruction. Inside-out tracking vastly improves tracking accuracy and removes the need for SteamVR™ base stations. *Device and a valid subscription (or offline unlock license) are both required for using XR-3 Varjo VR-3: Highest-fidelity VR.
    [Show full text]
  • Building the Metaverse One Open Standard at a Time
    Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc.
    [Show full text]