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Building a WebVR Content Pipeline Preparing, Streaming and - PowerPoint PPT Presentation

Oculus Building a WebVR Content Pipeline Preparing, Streaming and Optimizing for VR Oculus WebVR Content Pipeline Challenge Web Developers are only recently adopting Build Systems VR Content is Highly Complicated - Meshes, Textures,


  1. Oculus Building a WebVR Content Pipeline Preparing, Streaming and Optimizing for VR

  2. Oculus WebVR Content Pipeline Challenge • Web Developers are only recently adopting Build Systems • VR Content is Highly Complicated - Meshes, Textures, Shaders, Skins • Game Industry Tools Exist as Potential Insights for new Web Tools Content Pipelines (Simplified) Developer Server Client Upload Download VR Import Optimize Compress Package Optimize Load Package Package Assets Store Import Load Web Raw

  3. Oculus Developer – Build, Optimize, Package • Existing Build Technologies are Heavily focused on Large 2D Site Problems – Webpack, Browserify – Plugins can help • Packaging Not the Ideal Solution – Requires a large download, install like behavior – Hurts iterative development • Many Native tools for VR Need Repackaging/Wrapping • More Content Export Tools with Web Targets • glTF Evolution, not a Silver Bullet, but a real Common Ground

  4. Oculus Server – CDN, Cors, Beyond URLs • Smart Servers/CDNs can Offload Optimization from the Developer – Device+Size Optimizations – Power of 2 Textures, MIP Levels – Compression - o Usage of Texture Compression Formats (GPU friendly) o Decode in GPU (System Memory friendly) • Widely Available High Quality Content – Large Collection of Useful, Freely Addressable Content on CORS – Another plug for glTF, but also needs textures/external resources • Cross URL/CDN Hash Addressable Content – Hash based, Client Verifiable – Cacheable across different URLs, protocols, etc… • HTTP/2 Optimizations – More Server Push

  5. Oculus Client – Progressive Enhancement • Our Foreseeable Future is Mobile VR Devices – Gear VR, Daydream & even Cardboard • The VR Web is a no Install, no Long Download, no Wait environment • Progressive Texture Loading + Vertex Color Fallback, – (Off)White+Blurry Clouds+Crispphoto of clouds better than seconds of Black • Service Workers – Predict, Prefetch and Cache – Client Sends User Location Information, Orientation • Best Practices and Libraries for Defined App Types – 360 Photos – There is a “best” way – 360 Videos – There are some “good to great” evolving models

  6. Oculus More, moar, MOAR! (But this a Lightning Talk) • Web Application Manifests • Client Native Access to Texture/Image Optimization – WebAssembly – Maybe… • glTF – HTTP/2 Server Push Model (order optimized, fully predicted) • Position Aware Cube Maps – – The Instant SkyBox Problem – … or Why we should maybe data -uri encode initial scene data … • Meta Tags and HTTP Headers for Content Hinting

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