HMTL 20/9/2018
Joel Gethin Lewis
Web-based AR and Glitch.com
What I'm going to talk about today:
- Introduce myself.
- Why web-based AR.
- The current web-based AR ecosystem.
- AR (and other things) on Glitch.com.
2. Why web based AR? (vs native apps on custom hardware).
- Future proof - compatible with every major platform, open source and non proprietary, no lock in.
- Widest possible audience - every recent smart phone and tablet, accessible.
- Cost effective - development uses open source tools, has the biggest community of developers and doesn't require purchase of new hardware.
- Measurable - using existing web based analytical tools.
The current web based AR ecosystem.
- A-Frame. Supported by Mozilla. Mainly VR.
- AR.js. Developed by Jerome Etienne and others. Not really AR, more marker tracking.
- three.ar.js. Developed by Google, built atop three.js (Ricardo Cabello aka Mr. Doob and others) ARKit (Apple) and ARCore (Google). Demos.
- three.xr.js. Developed by Mozilla, built atop three.js, ARKit (Apple) and ARCore (Google). Demos.
- aframe-xr. Developed by Mozilla, built atop three.xr.js and A-Frame. Demos.
- aframe-ar. Developed by chenzlabs, built atop three.ar.js and A-Frame. Demos.
- I ended up using A-Frame-XR, your mileage may vary. You'll need XRViewer (custom browser from Mozilla) to view demos on your device.
AR (and other things) on Glitch.com.