Allows sites to query for estimates of the environmental lighting conditions within WebXr sessions. This exposes both spherical harmonics representing the ambient lighting, as well as a cubemap texture representing "reflections".
This feature has been incubated in the Immersive Web Community Group, in a spec co-authored with representatives from Mozilla. Though heavily influenced by ARCore, care was taken to ensure that solutions would be compatible with ARKit as well.
This feature is an extension of the WebXR Device API. The reflection cubemap is retrieved as a WebGL texture, and at least one format requires the half float extension to be enabled if a webgl1 context is used. The spherical Harmonic values may be a bit opaque to regular users, and are expected to be fed into some form of existing renderer (e.g. three.js, babylon.js, etc.)
While there has been some agreement on the API shape between Google and Mozilla, feedback from other members of the Immersive Web group is still outstanding. We expect that we have arrived at an API shape that will be agreeable to them, but would like to launch via an Origin Trial to begin getting developer feedback on the ergonomics, as well as to provide the Immersive Web group more time to provide input.
This feature requires the WebXR AR API, which is only implemented on Android.
Contact emails
alco...@chromium.org, baj...@chromium.orgExplainer
https://github.com/immersive-web/lighting-estimation/blob/master/lighting-estimation-explainer.mdSpecification
https://immersive-web.github.io/lighting-estimation/API spec
YesDesign docs
https://github.com/immersive-web/lighting-estimation/blob/master/lighting-estimation-explainer.mdSummary
Allows sites to query for estimates of the environmental lighting conditions within WebXr sessions. This exposes both spherical harmonics representing the ambient lighting, as well as a cubemap texture representing "reflections".
Blink component
Blink>WebXR>AR(Android)TAG review
NoneTAG review status
PendingRisks
Interoperability and Compatibility
This feature has been incubated in the Immersive Web Community Group, in a spec co-authored with representatives from Mozilla. Though heavily influenced by ARCore, care was taken to ensure that solutions would be compatible with ARKit as well.
Gecko: No signal
WebKit: No signal
Web developers: Positive Interest is primarily from libraries (e.g. Three.js, ModelViewer)Ergonomics
This feature is an extension of the WebXR Device API. The reflection cubemap is retrieved as a WebGL texture, and at least one format requires the half float extension to be enabled if a webgl1 context is used. The spherical Harmonic values may be a bit opaque to regular users, and are expected to be fed into some form of existing renderer (e.g. three.js, babylon.js, etc.)
Goals for experimentation
While there has been some agreement on the API shape between Google and Mozilla, feedback from other members of the Immersive Web group is still outstanding. We expect that we have arrived at an API shape that will be agreeable to them, but would like to launch via an Origin Trial to begin getting developer feedback on the ergonomics, as well as to provide the Immersive Web group more time to provide input.
Reason this experiment is being extended
Ongoing technical constraints
Will this feature be supported on all six Blink platforms (Windows, Mac, Linux, Chrome OS, Android, and Android WebView)?
NoThis feature requires the WebXR AR API, which is only implemented on Android.
Is this feature fully tested by web-platform-tests?
NoLaunch bug
https://crbug.com/1093069Link to entry on the Chrome Platform Status
https://chromestatus.com/feature/5704707957850112This intent message was generated by Chrome Platform Status.
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