|9:00 - 9:30||Check-in Open
Check in is open
|9:30 - 10:00||Opening Talk
A quick overview of the history of Open Source XR so far and a introduction to the FOSSXR Conference!
|10:00 - 10:40||Monado
VR took off for the consumer with the release of Oculus consumer hardware. But the hardware lacked open source drivers and Linux support in general. The OpenHMD project was created to solve this issue. The consumer VR space has now grown from a kickstarter campaign into a large industry. But this growth has its down sides, multiple companies have their own APIs competing. Luckily these companies have agreed to work on a single API under the Khronos umbrella. Now that provisional spec of OpenXR has been released, the Monado project has been launched, a follow up to OpenHMD. In this talk, Jakob will cover Monado and Khronos' OpenXR standard, give an overview about the current state of open source VR and what lies ahead. Jakob works for Collabora with graphics and virtual reality, XR Lead at Collabora and a member of the OpenXR working group. He has worked with Linux graphics since 2006, starting with Tungsten Graphics and moving into VMware. In 2013 he along with a friend started the OpenHMD project, then in the spring of 2019 was involved in launching both Monado and OpenXR at GDC.
|10:50 - 11:40||WebXR, when VR and AR meet the web
XR is exciting but the first thing we do when we find or create something we love is to share it. For that the web is and remains the platform. The web also brings unique properties like being able to see the source code of a page. As such an early stage of XR this means learning faster together. This talk will explore what is the current of XR on the web, what is the status of current specifications, the performance challenges and how to have an entire FLOSS pipeline to create and experience content on the web.
|11:50 - 13:20||Lunchbreak
A lunchbreak to go out with colleagues and new friends and explore Amsterdam for a bit!
|13:20 - 14:00||The year of the virtual Linux desktop
AR and VR did not only introduce a new class of output devices, but with tracked controllers and hands also the requirement for a new set of user interactions. This talk investigates solutions in existing implementations and points out how the classical UX model with keyboard and mouse translates to these new devices. The technical aspect of these requirements will also be highlighted and how it was solved in xrdesktop, a software stack that integrates VR in the GNOME and KDE desktop environments, featuring 3D window management and traditional input synthesis.
|14:10 - 14:50||OpenHMD Tracking
Jan Schmidt, Philipp Zabel
Centricular Ltd, Pengutronix, OpenHMD
Reverse Engineering always has been the only way to get hardware running on your operating system of choice. With the OpenHMD 0.3.0 'Djungelvral' release introducing initial support for the Oculus Rift Touch controllers, we came closer to a fully functional Oculus Rift driver. Currently this driver is limited to a rotation-only '3dof' implementation. This talk will be about how outside-in room-scale tracking works on the Oculus Rift, and the ongoing work to support that in OpenHMD using everything contributed by the community over the last couple of years, and new findings and efforts from the team.
|15:00 - 15:40||Blender OpenXR
Since 2016, there have been multiple attempts for a VR implementation in Blender. But with the release of OpenXR and the Blender 2.8 rewrite, all the components were available for a fully supported VR integration in Blender. This presentation will show the current implementation of OpenXR into Blender, which is in Master and will be shipped in the 2.81 release, with all the hurdles and implementations required to make this work. The initial work was done on a GSOC of long time Blender developer Julian Eisel.
|15:50 - 16:20||Game Development with Open Source VR
Collabora, Thorworks, OpenHMD
A introduction into game development with Open Source VR. This includes a look into historical implementations and prototypes, the journey from the Oculus DK1 to the most recent full FOSS stack development on a wide array of devices. This involved moving from a in-house custom multi-platform game engine, through multiple prototypes to using Godot with drivers such as OpenHMD and OpenXR
|16:20 - 17:00||Coffee Break
Coffeebreak before the final sessions!
|17:00 - 17:50||VR Map: WebXR with OpenStreetMap Data
The easiest way to escape the fully proprietary XR stacks and bring some FLOSS into those new realities is when creating content - even more so as WebVR/WebXR support in browsers give developers openly defined (proposed) standard APIs to build on. And then, the A-Frame library initially developed by Mozilla enables anyone with HTML knowledge to start creating VR scenes. 'VR Map' is a demo that combines all that with OpenStreetMap data, showcasing how to get data from that FLOSS geo data source into projects, and lets users walk and 'fly' through a 3D map. The talk shows how A-Frame works in general and how the VR Map demo makes use of this library and OpenStreetMap.
|18:00 - 18:50||OpenXR
In Depth look into OpenXR, the API and the runtimes.
|18:50 - 19:00||Closing Session
Closing session talking about the conference, and the future.
|19:00 - 20:00||Hangout in the Salon
Hacksession and hangout in the Salon for final goodbye's