This content originally appeared on DEV Community and was authored by Mark Lee
I got some ideas from Gemini about XR environment. I want thoughts from you guys.
Game Engines as World Renderers: The foundation for rendering 3D environments is a game engine. Unity and Unreal Engine are the dominant platforms that provide the core tools for rendering graphics, handling physics, and managing user input.
3D Scene Understanding: This is about making an application aware of its immediate surroundings. Technologies like SLAM (Simultaneous Localization and Mapping) allow a headset to know where it is in a room. Semantic Segmentation goes a step further by identifying objects—labeling pixels as “floor,” “wall,” “desk,” or “chair.”
New UI/UX Frameworks: Clicks and taps don’t work in 3D. The new paradigm relies on spatial input. This includes hand tracking, eye tracking, voice commands, and 6DoF (Six Degrees of Freedom) controllers. Designing intuitive interfaces for this is a major field of its own.
Interoperability Standards: To prevent a chaotic and fragmented ecosystem, common standards are crucial. OpenXR is the API that allows apps to run on different hardware, and Universal Scene Description (USD), pioneered by Pixar, is becoming the “HTML of the metaverse,” allowing 3D scenes to be shared between different creation tools.
This content originally appeared on DEV Community and was authored by Mark Lee