From 6-DoF SLAM tracking and quaternion rotations to stereoscopic dual-eye shaders, 25-joint hand skeletons, and cylindrical volumetric UI billboarding.
Cartesian coordinate systems, 3-DoF vs 6-DoF, and hypercomplex quaternion transforms.
The difference between rotational orientation (3-DoF) and full translational room-scale tracking (6-DoF).
Eliminate Gimbal Lock and achieve smooth spherical linear interpolation (SLERP) using 4D hypercomplex quaternions.
XRSession lifecycle, reference space coordinates, and high-frequency render loops.
Inter-pupillary distance, dual-view projection matrices, and fixed foveated rendering.
25-joint anatomical hand skeletons, pinch gesture recognition, and spatial raycasting.
World-locked panels, cylindrical billboarding ergonomics, and HRTF binaural sound.
Designing 3D UI panels: World-locked vs Head-locked, Billboarding rotation, and comfortable viewing zones.
Positioning sound in 3D space using Web Audio PannerNode, HRTF filters, and distance attenuation.