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computer science

OpenXR

OpenXR is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand OpenXR rather than just read about it. In short: OpenXR is an open-source, royalty-free standard for interfacing with virtual reality and augmented reality devices. It is developed by a working group managed by the Khronos Group consortium.

OpenXR — main illustration
OpenXR — illustration

Key takeaways

  • OpenXR belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect OpenXR to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of OpenXR from memory before moving on to harder problems.

Reference excerpt

OpenXR is an open-source, royalty-free standard for interfacing with virtual reality and augmented reality devices. It is developed by a working group managed by the Khronos Group consortium. OpenXR was announced by the Khronos Group on February 27, 2017, during GDC 2017. A provisional version of the standard was released on March 18, 2019, to enable developers and implementers to provide feedback on it. On July 29, 2019, OpenXR 1.0 was released to the public by Khronos Group at SIGGRAPH 2019 and on April 15, 2024, OpenXR 1.1 was released by Khronos. Reviewers of the 0.90 provisional release considered that the aim of OpenXR was to "Solve AR/VR Fragmentation".

Architecture The standard provides an API aimed for application developers targeting virtual reality and augmented reality devices. This enables developers to build applications that will work across a wide variety of devices. The fundamental elements of this API are:

XrSpace: a representation of the 3D space XrInstance: a representation of the OpenXR runtime System and XrSystemId: a representation of the devices, including the virtual reality or augmented reality devices and controllers XrActions: used to handle user inputs XrSession: represents the interaction session between the application and the user The full specification can be found via the OpenXR Registry on GitHub.

Implementations The Khronos Group maintains the list of OpenXR-conformant platforms and products. Currently conformant OpenXR platforms are:

Acer's Spatial Display Series Bytedance's Neo3 and PICO4 Canon's MREAL platform display and headsets Collabora Monado Runtime for GNU/Linux, with the release of version 21.0.0 in February 2021 HTC VIVE Cosmos and VIVE Focus 3, part of HTC's VIVERSE ecosystem Magic Leap 2 Meta's PC platform and its Quest line of devices, with full support OpenXR 1.0 added in July 2021 Microsoft HoloLens 2 and the Windows Mixed Reality headsets Qualcomm Snapdragon Spaces XR Developer Platform Sony's Spatial Reality Displays (ELF-SR1 & ELF-SR2) Valve SteamVR, since version 1.16 in February 2021 Varjo headsets

Game and rendering engine support Support for OpenXR application development can be found in the following engines:

Unreal Engine, with initial support in the 4.24 Blender, with initial support in the 2.83 LTS release from June 2020 Unity, with initial support in the 2020.2 release from December 2020 Godot, with initial support in the 4.0 Autodesk VRED StereoKit, developed around OpenXR Nvidia Omniverse Unigine since version 2.19 from August 2024. S&box

Browser support Google Chrome and Microsoft Edge web browsers both enable WebXR support using OpenXR by default using the Chromium code base

Roadmap After the release of OpenXR 1.0, progress will likely be driven through the development of extensions to the core API. This can be seen in the subsequent release of extensions for support of hand tracking and eye gaze tracking. As implementers and developers get more experience with the extensions, they could get integrated into the core OpenXR API in future releases.

Contributors The following companies are listed by Khronos as public supporters of OpenXR:

See also OpenVR – Software development kit and application programming interface by Valve WebXR – Experimental JavaScript API for augmented/virtual reality devices

Proprietary counterparts ARCore – Software development kit for building augmented reality applications ARKit – Augmented reality API for Apple platforms

References

External links OpenXR 1.0 specification

Worked examples

Example 1 — a first encounter with OpenXR

Start with the simplest possible case. Write down what OpenXR claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to OpenXR before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about OpenXR ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of OpenXR

In research
OpenXR appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses OpenXR in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
OpenXR is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D graphics APIs, Application programming interfaces, Augmented reality, so understanding it makes those chapters shorter.
In everyday life
Look for OpenXR outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study OpenXR in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what OpenXR means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain OpenXR out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is OpenXR in simple terms?

OpenXR is an open-source, royalty-free standard for interfacing with virtual reality and augmented reality devices. It is developed by a working group managed by the Khronos Group consortium.

Why does OpenXR matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study OpenXR?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on OpenXR.

Tags

  • 3D graphics APIs
  • Application programming interfaces
  • Augmented reality
  • Graphics standards
  • Spatial computing
  • Video game development
  • Video game engines
  • Virtual reality

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