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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.

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Rendering 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.

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Input 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.

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Understanding 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.

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