Skip to main content

Creating an Augmented Reality Website with Three.js and the WebXR API

  • Chapter
  • First Online:

Abstract

We concluded the previous exercise by launching a virtual reality scene in an Oculus Quest through the browser. While the exercise accomplished its modest aims—to broadcast a Three.js scene from the browser to an XR deviceit didn’t offer much in terms of interactivity between a user and their scene. In this chapter we will begin to explore the role spatial tracking plays in the WebXR API. By providing convenient abstractions for complex matrix multiplication, the WebXR API and its affiliated spatial-tracking modules allow XR developers to create immersive experiences that make the most of the mobility so integral to the essence of the Web.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    Three.js “Readme” on NPM: www.npmjs.com/package/three

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Rakesh Baruah

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Baruah, R. (2021). Creating an Augmented Reality Website with Three.js and the WebXR API. In: AR and VR Using the WebXR API. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-6318-1_7

Download citation

Publish with us

Policies and ethics