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© The Khronos ® Group Inc. 2018 - Page 1 Standardizing all the Realities: A Look at OpenXR Robert Menzel December 2018

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Page 1: Standardizing all the Realities: A Look at OpenXR€¦ · © The Khronos® Group Inc. 2018 - Page 1 Standardizing all the Realities: A Look at OpenXR Robert Menzel December 2018

© The Khronos® Group Inc. 2018 - Page 1

Standardizing all the Realities:A Look at OpenXR

Robert MenzelDecember 2018

Page 2: Standardizing all the Realities: A Look at OpenXR€¦ · © The Khronos® Group Inc. 2018 - Page 1 Standardizing all the Realities: A Look at OpenXR Robert Menzel December 2018

© The Khronos® Group Inc. 2018 - Page 2

A Note on What We’ll Cover

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3D Development

(Today)

Pick an existing engine (e.g. Unity, Unreal)

or

Write your own engine (e.g. using Vulkan)

Pick a GPU

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3D Development

(Today)

Pick an existing engine (e.g. Unity, Unreal)

or

Write your own engine (e.g. using Vulkan)

Pick a GPU

VR Development

(Ideal)

Pick an existing engine (e.g. Unity, Unreal)

or

Write your own engine

Pick a HMD

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VR Development: Reality today

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VR Development: Reality today

• VR API choice limits the hardware your application will support

• Supporting multiple APIs is possible, but more expensive

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VR Development: Reality today

• VR API choice limits the hardware your application will support

• Supporting multiple APIs is possible, but more expensive

• Fragmentation is bad for hardware vendors as well!

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© The Khronos® Group Inc. 2018 - Page 8

Randall Munroe, XKCD, https://xkcd.com/927/

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© The Khronos® Group Inc. 2018 - Page 9

Page 10: Standardizing all the Realities: A Look at OpenXR€¦ · © The Khronos® Group Inc. 2018 - Page 1 Standardizing all the Realities: A Look at OpenXR Robert Menzel December 2018

© The Khronos® Group Inc. 2018 - Page 10

Since 2011

Latest release: 2017

3D API for Web

Chrome, Firefox, Safari, Opera, IE, ...

Since 2016

Latest release: 2018

3D API for PC, Console, Mobile

Windows, Linux, Nintendo Switch, Android...

Since 2015

Latest release: 2017

3D file format

Blender, 3ds Max, Maya, Paint 3D, PowerPoint, ...

Since 1992

Latest release: 2017

3D API for PCs

Windows, Linux, MacOS X, FreeBSD, ...

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OpenXR Contributors

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A Brief History of the Standard

Call for Participation / Exploratory Group Formation -- Fall F2F, October 2016: Korea

Statement of Work / Working Group Formation -- Winter F2F, January 2017: Vancouver

Specification WorkSpring F2F, April 2017: Amsterdam

Interim F2F, July 2017: SeattleFall F2F, September 2017: Chicago

Winterim F2F, November 2017: SeattleWinter F2F, January 2018: Taipei

First Public Information! -- GDC, March 2018: San Francisco

Provisional Release

Ratification and Release

Testing and Implementation

Specification WorkSpring F2F, April 2018: Montreal

Fall F2F, September 2018: Budapest

Updates & First Demonstration! -- SIGGRAPH, August 2018

Specification WorkWinterim F2F, December 2018: Seattle (right now)

Winter F2F, January 2019: San Diego

Today

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OpenXR: Vision for Version 1.0

Application

VR runtime A

HMD A

VR runtime B VR runtime C

HMD B Mobile HMD

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Vulkan: Same Concept, one API for all Devices

Application

Driver A

GPU A

Driver B Driver C

GPU B Mobile GPU C

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Architecture Overview

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Layered API

Application

OpenXR Application Layer

Runtime B

OpenXR Device Plugin Extension

VR / AR

HardwareVR / AR

Hardware

xrDoSomething()

Layer1::xrDoSomething()

LayerN::xrDoSomething()

MyRuntime::xrDoSomething()

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Core and Extensions

Core concepts that are fundamental to the

specification for all use cases

Examples: Tracking, Controller input, Presenting Renderings

Core Standard

KHR Extensions

EXT Extensions

Vendor Extensions

Functionality that a large classes of runtimes

will likely implement

Examples: Platform support, Device Plugin, Tracking Bounds

Functionality that a few runtimes

might implement

Examples: Performance Settings, Debug Utils

Functionality that is limited to a

specific vendor

Examples: Device specific functionality

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Viewport Configurations

Photo Credit: Dave Pape

Camera Passthrough AR Stereoscopic VR Projection CAVE

One Viewport Two Viewports (one per eye) Twelve Viewports (six per eye)

Applications can:

• Query the runtime for its supported Viewport Configurations

• Applications can then set the Viewport Configurations that they plan to use

Runtimes can:

• Request the application change configuration, but app is not required to comply

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Input and Haptics

Input in OpenXR goes through a layer of

abstraction built around Input Actions

These allow application developers to define

input based on resulting action (e.g. “Move,”

“Jump,” “Teleport”) rather than explicitly

binding controls

While the application can suggest recommended

bindings, it is ultimately up to the runtime to

bind input sources to actions as it sees fit

(application’s recommendation, user settings,

etc.).

XrAction: “Teleport”

OpenXR Runtime

.../input/trigger/click Teleport

.../input/grip/value SpawnKittens

.../input/button_a/click Explode

/user/hand/left/input/trigger/click(/devices/ControllerCorp/fancy_controller/

input/trigger/click)

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Input and Haptics

Forcing applications through this indirection has

several advantages:

• Greater future-proofing as improvements to

hardware and runtimes come out

• Allows for runtimes to “mix-and-match”

multiple input sources

• Easy optional feature support

(e.g. body tracking)

• Allows hardware manufacturers a pool of

existing content to use with their new devices

XrAction: “Teleport”

OpenXR Runtime

.../input/trigger/click Teleport

.../input/grip/value SpawnKittens

.../input/button_a/click Explode

/user/hand/left/input/trigger/click(/devices/ControllerCorp/fancy_controller/

input/trigger/click)

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Where Do We Go From Here?

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Device Plugin (post 1.0)

• Allows new devices to be used

with existing Runtimes

- New HMDs?

- New Controllers?

- New Haptic Devices?

• Optional feature

• After OpenXR 1.0

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OpenXR: Long-term vision

Application

AR runtime A

AR goggles

XR runtime B VR runtime C

HMD CAVE

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Questions?