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WebVR

vrarwiki.com · VR & AR Wiki
(Redirected from Web VR)

Note: WebVR is obsolete and has been replaced by WebXR. New projects should use the WebXR Device API instead.

WebVR

Information
Type Virtual reality
Subtype Web API
Creator Vladimir Vukićević
Developer Mozilla, Google
Operating System Windows, Mac, Android
Browser Firefox, Chrome (origin trials only), Microsoft Edge (EdgeHTML), Samsung Internet for Gear VR, Oculus Browser
Devices Oculus Rift, HTC Vive, Windows Mixed Reality headsets, Samsung Gear VR, Google Daydream, Google Cardboard, Oculus Go
Release Date June 26, 2014 (first experimental Firefox builds); March 1, 2016 (version 1.0 proposal)
Website https://webvr.info/

WebVR was an experimental JavaScript API that let web pages detect virtual reality headsets, read their pose and input, and render stereoscopic 3D content to them directly from the browser. It made it possible to open a VR experience by visiting a URL, with no separate app to install. Vladimir Vukićević of Mozilla released the first experimental Firefox builds with VR support on June 26, 2014, and Mozilla, working with Brandon Jones of Google, proposed version 1.0 of the API on March 1, 2016.[1][2] WebVR was never ratified as a web standard. It is now deprecated and has been superseded by the WebXR Device API, which covers both VR and augmented reality.[3]

Firefox, Microsoft Edge, Samsung Internet for Gear VR and the Oculus Browser shipped WebVR implementations, while Chrome offered it only through time-limited origin trials.[4][5] Google ended its WebVR origin trial on July 24, 2018, and the browser makers moved to WebXR, which Chrome enabled by default in version 79 in December 2019.[5][6] As of October 2026, the WebVR specification and its polyfill survive only as archived repositories, and the specification page states that its APIs will not be implemented in any major browser.[7][8]

Reviewed 17 October 2026. Every cited source reopened (Vukicevic 2014 post, Mozilla Hacks, TojiCode, W3C group, workshop, charter and spec pages, MDN and Firefox release notes, Chrome blog and status entries, Edge, Samsung, Meta, Babylon.js, A-Frame and React 360 posts, GitHub archive status, and the four papers via OpenAlex and abstracts) against the dates, versions, names and quotes on this page. About review dates.

What it did

WebVR gave web content a way to talk to VR hardware. A page could query the list of connected VR displays, read the headset's position and orientation each frame, and submit a left-eye and right-eye image for the browser to send to the headset. Pages handled the actual 3D drawing with WebGL, the JavaScript API for rendering hardware-accelerated graphics in the browser, and most developers used a higher-level framework on top of it rather than calling WebVR directly.[3]

Because the experience ran inside an ordinary web page, there was nothing to download or install. A user could click a link and be inside a VR scene, and the same page could fall back to a flat view on a phone or desktop without a headset. Google's developer documentation called the headset-free fallback "magic window": the page renders a single view that follows the phone's orientation sensor.[5]

How the API worked

In the 1.1 version described by MDN, a page called navigator.getVRDisplays() to find connected headsets, then VRDisplay.requestPresent() to start presenting to one. The render loop ran through VRDisplay.requestAnimationFrame() at the display's refresh rate. On each frame the page called getFrameData(), drew the scene once per eye and handed the result back with submitFrame(). Motion controllers were exposed through the existing Gamepad API, which gained a displayId attribute linking each controller to its headset. WebVR could require a secure (HTTPS) context on some browsers and devices.[3]

Interface Purpose (per MDN)
VRDisplay The central interface, representing one VR device
VRDisplayCapabilities Reports which features a device supports
VRFrameData All data needed to render one frame
VRPose Position state: orientation, position, velocity and acceleration
VREyeParameters Per-eye rendering information, including field of view
VRStageParameters Values describing the play area of a room-scale setup
VRLayerInit A layer to present on a display
VRDisplayEvent Event object for WebVR events such as vrdisplayconnect and vrdisplaypresentchange

[3]

History

Origins at Mozilla (2014-2015)

On June 26, 2014, Vukićević announced that Mozilla was adding native support for VR devices to early experimental builds of Firefox. The first builds ran on Windows and OS X and supported only the Oculus Rift; if no Rift was connected, a simulated DK1 was used without orientation input. The initial API let a page make an element fullscreen with VR post-processing, query and set the recommended field of view for each eye, and read the headset's orientation and position. Vukićević said content should not need to know the particulars of a headset, such as the Rift's lens-distortion pass, and listed rendering WebGL canvases, 3D video and HTML and CSS content to headsets among the longer-term goals. He also expected support for Google Cardboard and similar phone holders to follow.[1] Brandon Jones of Google, who built parallel experimental Chromium versions, later wrote that WebVR was first conceived by Vukićević in April 2014.[9] When the Mozilla VR team released A-Frame in December 2015, its announcement noted that WebVR had "shipped in builds of Firefox and Chromium since the summer of 2014."[10]

Mozilla published its early VR builds and demos under the MozVR banner, and Google ran a Chrome Experiments site for VR.[11] In February 2015 Boris Smus noted that the two sets of demos did not run on each other's hardware (the vr.chromeexperiments.com demos did not work on Oculus, and mozvr.com demos did not work in Cardboard), and released the WebVR Boilerplate and the WebVR Polyfill so one page could run in any headset or without one.[11]

WebVR 1.0 and the W3C community group (2016)

On March 1, 2016, the Mozilla VR team, working closely with Brandon Jones of the Google Chrome team, announced the version 1.0 release of the WebVR API proposal. Mozilla credited Chris Van Wiemeersch, Kearwood "Kip" Gilbert, Brandon Jones of Google and Justin Rogers of Microsoft with the specification work. The revision handled rendering and display specifically for VR, allowed links between WebVR pages, enumerated VR inputs including six degrees of freedom (6DoF) motion controllers, and covered both seated and standing experiences on desktop and mobile.[2]

In his companion post, Jones explained that 1.0 replaced the earlier separate position-sensor and HMD objects with a single VRDisplay per headset, replaced fullscreen presentation with requestPresent and submitFrame, and added stage parameters for room-scale play areas. Rendering HTML and CSS content directly in VR, part of the 2014 plan, was put on hold so the 1.0 API could focus on WebGL content.[9]

The same day, a W3C WebVR Community Group was launched to host the work; it had been proposed on February 29, 2016 by Chris Van Wiemeersch.[12] In October 2016 W3C held a two-day Workshop on Web and Virtual Reality in San Jose, hosted by Samsung, with 120 participants. Its report identified the WebVR API as "an important target for near-term standardization."[13] The last WebVR 1.1 draft, dated December 12, 2017, lists Vukićević, Jones, Gilbert and Van Wiemeersch as editors.[7]

Browser implementations (2016-2018)

In practice WebVR was implemented and enabled by default in only a few browsers and supported a small number of devices.[3] Firefox shipped it, Chromium-based browsers carried experimental implementations, and mobile browsers such as Samsung Internet and Oculus-branded browsers supported it for phone-based and standalone headsets. Oculus co-founder Nate Mitchell announced a WebVR browser codenamed Carmel, together with the React VR framework, at Oculus Connect 3 in October 2016.[14] The archived webvr.info guide lists the Oculus Browser and Samsung Internet for Gear VR, the Oculus Browser and Firefox Reality for Oculus Go, Chrome and Firefox Reality for Daydream, and Firefox and Supermedium for the Rift and Vive on Windows. It also states that PlayStation VR did not support WebVR.[4]

Browser Developer WebVR status
Firefox (desktop) Mozilla On by default on Windows from Firefox 55 (August 8, 2017) for users with an HTC Vive or Oculus Rift.[15][16] WebVR 1.1 re-enabled on macOS in Firefox 64 (December 11, 2018).[17] Disabled by default on all builds in Firefox 98 (March 8, 2022).[18]
Chrome Google Experimental Chromium builds from 2014, for Windows and Android by 2016.[10][9] Origin trial in the Chrome 56 beta for Android (December 2016), aimed at Daydream.[19] WebVR 1.1 origin trial from Chrome 62, ended July 24, 2018. Never enabled by default.[5][20]
Microsoft Edge (EdgeHTML) Microsoft WebVR 1.1 introduced in the Windows 10 Creators Update (April 2017). Updated implementation with motion-controller support in EdgeHTML 16, released with the Fall Creators Update alongside new Windows Mixed Reality headsets and motion controllers on October 17, 2017.[21]
Samsung Internet for Gear VR Samsung Version 4.2 (December 2016) added support for WebVR v1.0, which Samsung described as experimental.[22]
Oculus Browser Oculus Announced as Carmel in October 2016 for Oculus devices.[14] WebXR on by default from Browser 7.0; WebVR no longer supported as of Browser 9.0.[23]

Mozilla and Microsoft each claimed a first. Mozilla described Firefox 55 on Windows as "the first desktop browser to support the new WebVR standard,"[16] and two months later Microsoft called Edge "the first stable browser to ship comprehensive support for Virtual Reality."[21] In Edge, connected motion controllers became available through the Gamepad API while a site was presenting to a headset.[21]

Chrome's implementation kept changing during its trials. In April 2017 Jones told the W3C WebVR mailing list that Chrome 59 would remove getPose(), resetPose(), isConnected, hasOrientation and the per-eye fieldOfView attribute, because no equivalent was planned for the next version of the API.[24]

Frameworks built on WebVR

Most people never wrote raw WebVR calls. They used a framework that handled the boilerplate of setting up a headset session and a render loop.

Framework Built on Notes
A-Frame Three.js Open-source framework from the Mozilla VR team, first released December 16, 2015. It lets developers build VR scenes with HTML-style markup and an entity-component-system structure.[10] Its documentation describes the core as an entity-component framework that gives structure to three.js; it is now maintained by its co-creators at Supermedium.[25]
Three.js WebGL General-purpose 3D library that A-Frame and React VR were built on. Experienced JavaScript developers used it directly for finer control over the scene.[25][26]
React VR / React 360 Three.js Used React, the JavaScript library from Facebook, to build VR sites and 360 experiences with a component model. Oculus announced React VR in October 2016;[14] it was renamed React 360 in May 2018,[27] and its repository is now archived.[26]
Babylon.js WebGL Game-focused 3D engine. Version 3.0 (July 2017) added support for the WebVR 1.1 specification and could fall back to WebVR 1.0 on devices such as Gear VR.[28]
WebVR Boilerplate Three.js Starter template by Boris Smus, released in February 2015. It used native WebVR where a browser had it, the WebVR Polyfill for Google Cardboard-style phone headsets, and mouse, keyboard or phone-orientation viewing when no headset was present.[11]
WebVR Polyfill JavaScript JavaScript implementation of the WebVR spec that let content run on browsers without native WebVR; the repository is now archived.[11][29]

Microsoft's October 2017 Edge announcement listed A-Frame, Babylon.js, React VR and three.js as frameworks that had added support for Windows Mixed Reality.[21] A-Frame and the other frameworks later moved to WebXR along with the browsers (see below).

Deprecation and replacement by WebXR

WebVR was always experimental and was never ratified as a standard.[3] Google's developer documentation listed other problems: the API was explicitly tied to the main JavaScript thread, it gave developers too many ways to set up obviously wrong configurations, and common uses such as magic window were a side effect rather than an intentional feature. The same page said implementors of WebVR had committed to migrating to the new API.[5]

That successor is the WebXR Device API. In 2018 it superseded WebVR, and it was designed for both augmented reality and virtual reality devices rather than VR alone; Google's documentation said the "X" in WebXR stood for anything in the spectrum of immersive experiences.[5][30] The work moved into the W3C Immersive Web Working Group, whose charter began on September 24, 2018 with the goal of standardizing the WebXR Device API that the community group had incubated.[31]

WebXR reached a production browser when Chrome 79 enabled the WebXR Device API by default. Chrome 79 reached the stable channel on December 10, 2019.[32][33][34]

Once WebXR shipped, WebVR was wound down. Chrome's deprecation notes for version 77 said WebVR had never been enabled by default in Chrome and that removal was expected in Chrome 79;[20] Google's platform status entry lists WebVR v1.1 as deprecated, with removal expected in Chrome 80.[6] The Oculus Browser dropped WebVR in version 9.0 after supporting WebXR by default from version 7.0.[23] Firefox disabled WebVR by default on all builds in Firefox 98, released March 8, 2022; it had until then been on by default on Windows and macOS, and the release notes said it could be re-enabled with the dom.vr.enabled preference in about:config.[18] The Mozilla bug behind that change described WebVR as "an old and long deprecated API" whose availability gave an expanded fingerprinting surface for no real gain.[35] The framework ecosystem moved with the browsers: A-Frame released version 1.0.0 on December 16, 2019 specifically to support WebXR, noting that more and more browsers would deprecate WebVR and support only WebXR.[36]

Timeline

Date Event
June 26, 2014 First experimental Firefox builds with VR support (Oculus Rift, Windows and OS X)[1]
February 2, 2015 WebVR Boilerplate and WebVR Polyfill released[11]
December 16, 2015 A-Frame 0.1.0 released by the Mozilla VR team[10]
March 1, 2016 WebVR 1.0 API proposal announced; W3C WebVR Community Group launched[2][12]
October 2016 Oculus announces the Carmel browser and React VR; W3C Workshop on Web and Virtual Reality in San Jose[14][13]
December 2016 Chrome 56 beta for Android opens a WebVR origin trial; Samsung Internet for Gear VR 4.2 adds WebVR v1.0[19][22]
April 2017 WebVR 1.1 introduced in Microsoft Edge with the Windows 10 Creators Update[21]
August 8, 2017 Firefox 55 ships WebVR on Windows[16]
October 17, 2017 EdgeHTML 16 ships with the Windows 10 Fall Creators Update, alongside new Windows Mixed Reality headsets[21]
December 12, 2017 Last WebVR 1.1 draft community group report[7]
July 24, 2018 Chrome's WebVR origin trial ends[5]
September 24, 2018 W3C Immersive Web Working Group chartered to standardize WebXR[31]
December 10, 2019 Chrome 79 ships WebXR by default[33]
December 16, 2019 A-Frame 1.0.0 released with WebXR support[36]
March 8, 2022 Firefox 98 disables WebVR by default[18]

Current status

WebVR is obsolete. MDN marks the API as deprecated and non-standard and recommends updating existing code to WebXR, or using frameworks such as A-Frame, Babylon.js or three.js, or the WebXR polyfill.[3] The specification page says the API was "fully replaced by the WebXR Device API" and is kept for historical interest, and its GitHub repository is labeled an archival repository for the legacy specification.[7][8] The webvr.info site is also preserved as a historical reference and points visitors to immersiveweb.dev.[4]

Research

Researchers used WebVR as a platform for experiments before WebXR existed. At IEEE Virtual Reality 2017, Simon Gunkel, Martin Prins, Hans Stokking and Omar Niamut demonstrated a modular web-based VR framework that extended video conferencing so two people could meet in a 360-degree VR setting, reporting that a high level of engagement and interaction was possible with current web technologies.[37] At the same conference, Toni Pakkanen and colleagues built a WebVR-based 360-degree video player to compare three ways of controlling playback: a remote control, pointing with head orientation, and hand gestures.[38] A 2019 study by Renato M. Toasa and colleagues used a Unity 3D stress-test application to compare resource use of WebGL and WebVR web apps; it found similar performance on a PC and notably better WebVR performance on mobile devices.[39]

The name was used earlier for an unrelated system. In 2005, Emad Barsoum and Falko Kuester presented "WebVR," a 3D web browser that mapped live web pages as textures onto surfaces inside a virtual environment, using ActiveX controls to capture content from existing browsers.[40]

See also

References

  1. ↑ 1.0 1.1 1.2 Vladimir Vukićević (2014-06-26). "First Steps for VR on the Web". Vladimir Vukićević (personal blog). https://web.archive.org/web/20151229161635/http://blog.bitops.com/blog/2014/06/26/first-steps-for-vr-on-the-web/. Retrieved 2026-10-17.
  2. ↑ 2.0 2.1 2.2 Casey Yee (2016-03-01). "Introducing the WebVR 1.0 API Proposal". Mozilla Hacks. Mozilla. https://hacks.mozilla.org/2016/03/introducing-the-webvr-1-0-api-proposal/. Retrieved 2026-10-17.
  3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 "WebVR API". MDN Web Docs. Mozilla. https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API. Retrieved 2026-10-17.
  4. ↑ 4.0 4.1 4.2 "WebVR - Bringing Virtual Reality to the Web". webvr.info. https://webvr.info/. Retrieved 2026-10-17.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Joe Medley (2018-05-08). "Welcome to the immersive web". web.dev. Google. https://web.dev/articles/welcome-to-immersive. Retrieved 2026-10-17.
  6. ↑ 6.0 6.1 "WebVR v1.1". Chrome Platform Status. Google. https://chromestatus.com/feature/4532810371039232. Retrieved 2026-10-17.
  7. ↑ 7.0 7.1 7.2 7.3 Vladimir Vukicevic, Brandon Jones, Kearwood Gilbert, Chris Van Wiemeersch (2017-12-12). "WebVR (Draft Community Group Report, 12 December 2017)". W3C Community Group draft report. https://immersive-web.github.io/webvr/spec/1.1/. Retrieved 2026-10-17.
  8. ↑ 8.0 8.1 "immersive-web/webvr: Archival repository for the legacy WebVR Specification". GitHub. https://github.com/immersive-web/webvr. Retrieved 2026-10-17.
  9. ↑ 9.0 9.1 9.2 Brandon Jones (2016-02-29). "Moving towards WebVR 1.0". TojiCode. http://blog.tojicode.com/2016/02/moving-towards-webvr-10.html. Retrieved 2026-10-17.
  10. ↑ 10.0 10.1 10.2 10.3 Josh Carpenter (2015-12-16). "Introducing A-Frame v0.1.0". A-Frame. https://aframe.io/blog/introducing-aframe/. Retrieved 2026-10-17.
  11. ↑ 11.0 11.1 11.2 11.3 11.4 Boris Smus (2015-02-02). "Responsive WebVR, headset optional". Boris Smus. https://smus.com/responsive-vr/. Retrieved 2026-10-17.
  12. ↑ 12.0 12.1 "Immersive Web Community Group". W3C Community and Business Groups. World Wide Web Consortium. https://www.w3.org/community/immersive-web/. Retrieved 2026-10-17.
  13. ↑ 13.0 13.1 "W3C Workshop on Web and Virtual Reality: Report". World Wide Web Consortium. https://www.w3.org/2016/06/vr-workshop/report.html. Retrieved 2026-10-17.
  14. ↑ 14.0 14.1 14.2 14.3 Scott Hayden (2016-10-07). "Oculus to Support WebVR Through New VR Browser Codenamed 'Carmel'". Road to VR. https://roadtovr.com/oculus-support-webvr-new-vr-browser-codenamed-carmel/. Retrieved 2026-10-17.
  15. ↑ Sean White (2017-06-01). "Mozilla Brings Virtual Reality to all Firefox Users". The Mozilla Blog. Mozilla. https://blog.mozilla.org/blog/2017/06/01/mozilla-brings-virtual-reality-to-all-firefox-users/. Retrieved 2026-10-17.
  16. ↑ 16.0 16.1 16.2 Dan Callahan (2017-08-08). "Firefox 55: first desktop browser to support WebVR". Mozilla Hacks. Mozilla. https://hacks.mozilla.org/2017/08/firefox-55-supports-webvr/. Retrieved 2026-10-17.
  17. ↑ "Firefox 64 release notes for developers". MDN Web Docs. Mozilla. https://developer.mozilla.org/en-US/docs/Mozilla/Firefox/Releases/64. Retrieved 2026-10-17.
  18. ↑ 18.0 18.1 18.2 "Firefox 98 release notes for developers". MDN Web Docs. Mozilla. https://developer.mozilla.org/en-US/docs/Mozilla/Firefox/Releases/98. Retrieved 2026-10-17.
  19. ↑ 19.0 19.1 Brandon Jones (2016-12-13). "Introducing the WebVR API in Chrome for Android". Chromium Blog. Google. https://blog.chromium.org/2016/12/introducing-webvr-api-in-chrome-for.html. Retrieved 2026-10-17.
  20. ↑ 20.0 20.1 Joe Medley (2019-08-08). "Deprecations and removals in Chrome 77". Chrome for Developers. Google. https://developer.chrome.com/blog/chrome-77-deps-rems. Retrieved 2026-10-17.
  21. ↑ 21.0 21.1 21.2 21.3 21.4 21.5 Lewis Weaver, Nell Waliczek (2017-10-10). "Bringing WebVR to everyone with the Windows 10 Fall Creators Update". Microsoft Edge Blog. Microsoft. https://blogs.windows.com/msedgedev/2017/10/10/bringing-webvr-everyone-windows-10-fall-creators-update/. Retrieved 2026-10-17.
  22. ↑ 22.0 22.1 "Samsung Internet for Gear VR Update Makes Browsing More Immersive". Samsung Newsroom. Samsung. 2016-12-22. https://news.samsung.com/global/samsung-internet-for-gear-vr-update-makes-browsing-more-immersive. Retrieved 2026-10-17.
  23. ↑ 23.0 23.1 "Porting from WebVR to WebXR". Meta Horizon OS Developers. Meta. https://developers.meta.com/vr/documentation/web/port-vr-xr/. Retrieved 2026-10-17.
  24. ↑ Brandon Jones (2017-04-14). "Methods and attributes being removed from Chrome 59's WebVR 1.1 implementation". [email protected] mailing list archive. World Wide Web Consortium. https://lists.w3.org/Archives/Public/public-webvr/2017Apr/0000.html. Retrieved 2026-10-17.
  25. ↑ 25.0 25.1 "Introduction". A-Frame documentation. https://aframe.io/docs/1.7.0/introduction/. Retrieved 2026-10-17.
  26. ↑ 26.0 26.1 "What is React 360?". React 360 documentation (GitHub). Facebook. https://github.com/facebookarchive/react-360/blob/master/docs/what-is.md. Retrieved 2026-10-17.
  27. ↑ Andrew Imm (2018-05-02). "React 360 replaces React VR for streamlined development focus". Engineering at Meta. Facebook. https://engineering.fb.com/2018/05/02/virtual-reality/react-360-replaces-react-vr-for-streamlined-development-focus/. Retrieved 2026-10-17.
  28. ↑ David Catuhe (2017-07-12). "Announcing Babylon.js 3.0". Windows Developer Blog. Microsoft. https://blogs.windows.com/windowsdeveloper/2017/07/12/announcing-babylon-js-3-0/. Retrieved 2026-10-17.
  29. ↑ "immersive-web/webvr-polyfill". GitHub. https://github.com/immersive-web/webvr-polyfill. Retrieved 2026-10-17.
  30. ↑ "WebXR Device API". MDN Web Docs. Mozilla. https://developer.mozilla.org/en-US/docs/Web/API/WebXR_Device_API. Retrieved 2026-10-17.
  31. ↑ 31.0 31.1 "Immersive Web Working Group Charter". World Wide Web Consortium. 2018-09-24. https://www.w3.org/2018/09/immersive-web-wg-charter.html. Retrieved 2026-10-17.
  32. ↑ "WebXR Device API". Chrome Platform Status. Google. https://chromestatus.com/feature/5680169905815552. Retrieved 2026-10-17.
  33. ↑ 33.0 33.1 "Stable Channel Update for Desktop". Chrome Releases. Google. 2019-12-10. https://chromereleases.googleblog.com/2019/12/stable-channel-update-for-desktop.html. Retrieved 2026-10-17.
  34. ↑ Pete LePage (2019-12-10). "New in Chrome 79". Chrome for Developers. Google. https://developer.chrome.com/blog/new-in-chrome-79. Retrieved 2026-10-17.
  35. ↑ "Bug 1750902 - Disable WebVR by default". Mozilla Bugzilla. https://bugzilla.mozilla.org/show_bug.cgi?id=1750902. Retrieved 2026-10-17.
  36. ↑ 36.0 36.1 Kevin Ngo (2019-12-16). "A-Frame v1.0.0 - WebXR Support, AR Mode". A-Frame. https://aframe.io/blog/aframe-v1.0.0/. Retrieved 2026-10-17.
  37. ↑ Simon Gunkel, Martin Prins, Hans Stokking, Omar Niamut (2017). "WebVR meets WebRTC: Towards 360-degree social VR experiences". 2017 IEEE Virtual Reality (VR), pp. 457-458. https://doi.org/10.1109/VR.2017.7892377. Retrieved 2026-10-17.
  38. ↑ Toni Pakkanen, Jaakko Hakulinen, Tero Jokela, Ismo Rakkolainen, Jari A. Kangas, Petri Piippo, Roope Raisamo, Marja Salmimaa (2017). "Interaction with WebVR 360 video player: Comparing three interaction paradigms". 2017 IEEE Virtual Reality (VR), pp. 279-280. https://doi.org/10.1109/VR.2017.7892285. Retrieved 2026-10-17.
  39. ↑ Renato M. Toasa, Paúl Francisco Baldeón Egas, Miguel Alfredo Gaibor Saltos, Mateo A. Perreño, Washington X. Quevedo (2019). "Performance Evaluation of WebGL and WebVR Apps in VR Environments". Advances in Visual Computing (ISVC 2019), Lecture Notes in Computer Science, vol. 11845, pp. 564-575. Springer. https://doi.org/10.1007/978-3-030-33723-0_46. Retrieved 2026-10-17.
  40. ↑ Emad Barsoum, Falko Kuester (2005). "WebVR: an interactive web browser for virtual environments". Proceedings of SPIE, vol. 5664. SPIE. https://doi.org/10.1117/12.582624. Retrieved 2026-10-17.