Another WebXR Milestone: Google Ships an Implementation in Chrome CanaryAbout a 2 min. read
It’s exciting to see us cross another threshold on the way to pervasive Web-based AR/VR: last week at Google IO, Google released an experimental version of WebXR in Chrome.
For me, this has been a long time coming. My research group at Georgia Tech started working on web-based AR browsers when we started the Argon Project back in 2009, and we’re now on the fourth version of the browser on iOS and Android (including having a pretty nice open source AR framework called argon.js). WebVR started more than three years ago, with implementations available now in most major browsers. Last year, Trevor Smith and I proposed some initial ideas for a WebXR API that supported both AR and VR, and implemented it in an experimental web framework and browser for iOS (the WebXR Viewer) that we and others are using to do Web-based AR experiements, and explore ideas for future capabilities for WebXR.
The differences between the version of WebXR we proposed last year and the WebXR Device API are small, so updating will be easy. But, I don’t want to break experiments people are doing with the WebXR Viewer multiple times, so I’ve been waiting for the API to be more settled before making the jump. If you use VR on desktop or Android, and want to experiment with the evolving WebXR API, check out Chrome Canary and give it a try! They’ll be releasing Android AR support in Canary soon, too. I’ve been waiting until the WebXR Device API is a bit more settled before updating the WebXR API we use in the WebXR Viewer to match it, but I’m looking forward to us and other companies in the Immersive Web Community Group shipping WebXR in other browsers.
WebXR is coming!