XR PLAYGROUND

Sporadic exploration of Aframe/THREE.js/AR.js, 3D & XR realms of the web, poorly documented by Rost Likholat

Screenshot: strange objects around Terra
Strange Objects Around Terra

The scene layout is built around generator and template components allowing for clear and safe encapsulation of complex subscenes which are used to feed the asset generation. Optimized for desktop & headphones.

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Screenshot: cubemap sky
Distant Convolution

Based on my generative 3D maze component that was inspired by androidfanatic. This implementation relies on randomized depth-first search algorithm from https://rosettacode.org/wiki/Maze_generation. Music: Nine Inch Nails

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Screenshot:Relic heads
Relic Heads

Utilizes the experimental Area Light Component by emitting light from the gltf meshes. Core spatialising system takes care of all sounds: those are bound to any static or moving object. Optimized for desktop & headphones. Internal GLTF materials are overriden with a custom component.

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Screenshot: photogrammeric scans in physical world
Physical Properties Of Photogrammetric Assets

Scans produced thru photogrammetry meet Aframe physic system.

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Screenshot: outdoor console
Outdoor Console

Primitives with PBR Materials & animated area lights.

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Screenshot: spheric sky
Spherical POI Sky

Skysphere viewer with interactive points of interest, gaze controls and visited counter. Inspired by Seattle scenes from melslearninglab

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Screenshot: cubemap sky
PBR Materials

Component test of clean and Three.js CubeTexture implementation for Aframe, which also uses cubemap format for the environment textures. Spherical panorama photography: Rost Likholat. Cubemap rendering: Simon Klein

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Screenshot: cubemap sky
Cubemap Sky

Component test of clean and Three.js CubeTexture implementation for Aframe, which also uses cubemap format for the environment textures. Spherical panorama photography: Rost Likholat. Cubemap rendering: Simon Klein

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the aframe component parametrisation principles