All topics
Four areas that follow the life of an XR experience.
Each page on this site is one concept with a demo you can tune and a written explanation underneath. The four sections below are ordered: sessions establish the vocabulary, rendering covers what gets drawn, input covers how people act on it, and the real-world section covers everything the device has to work out about the room before any of it can be placed.
Sessions and lifecycle
4 pages
How a page asks the browser for an immersive session, and what it is allowed to assume once it has one.
Connect session requests, coordinate origins, visibility changes and environment blending.
Explore this areaRendering and presentation
3 pages
What actually gets drawn, how many times, and who composites the result.
Separate the responsibilities of views, the scene and the compositor to investigate quality and performance.
Explore this areaInput and movement
3 pages
Controllers, hands, and the uncomfortable problem of moving someone through a space they are standing still in.
Connect input sources, pointing, hand poses and movement into an interaction journey.
Explore this areaUnderstanding the real world
5 pages
Five ways a runtime tells your page something about the room the user is standing in — each with a different shape and a different lie.
Distinguish the information needed for placement, stable positioning, occlusion and lighting.
Explore this area