SYS.ID: HOLO-GALLERY
CASE FILE // 06CLASS: XRYEAR: 2024

Holo Gallery

Universal browser-accessible virtual museum with raytraced spatial audio.

PLATFORM:Universal Web (Mobile & Desktop)/Meta Quest 2 / 3 / Pro/Apple Vision Pro/PICO 4
// 01 · OVERVIEW

A photorealistic spatial gallery accessible from any standard web browser, featuring instantaneous transition into WebXR immersive headset mode with one tap.

780 MS
Initial Load
72%
Texture Savings
Universal
Headset Support
< 12MB
Bandwidth
// 02 · CHALLENGE

ARCHITECTURAL BOTTLENECK // CONSTRAINTS

Delivering museum-grade photorealistic PBR materials, reflection probes, and acoustic physics without requiring app downloads or exceeding browser network bandwidth thresholds.

// 03 · SYSTEM / ARCHITECTURE

SYSTEM DESIGN SUMMARY

Progressive mip-level streaming pipeline coupled with an automated device gateway that dynamically negotiates between mouse/touch and 6DOF hand controllers.

72% TEXTURE SAVINGS

Progressive Texture Streamer

Mip-level progressive texture delivery streaming low-resolution mipmaps first before high-res channels.

UNIVERSAL HEADSET SUPPORT

WebXR Device Gateway

Adaptive session negotiator auto-switching shaders based on headset GPU capability.

PHYSICAL HRTF REVERB

Binaural Acoustic Convolution

Web Audio convolution nodes loaded with measured impulse responses from real architectural spaces.

DATAFLOW:HTTP/3 Streaming → Draco / KTX2 Decompressor → GPU Memory Allocation → Universal WebXR Session
// 04 · PROCESS
PHASE 01 // EXECUTION

Asset Compression Pipeline

Implemented batch compression workflows converting raw assets into KTX2 and Draco formats.

Asset build CLICompression benchmark report
PHASE 02 // EXECUTION

WebXR Session Gateway

Created a unified input management layer handling touch, pointer lock, and 6DOF spatial controllers.

Universal XR controller abstractionInput state machine
PHASE 03 // EXECUTION

PBR Material Channel Packing

Packed roughness, metallic, ambient occlusion, and emissive masks into unified RGBA channels.

Channel-packed shadersDraw call reduction pass
PHASE 04 // EXECUTION

Network Load Benchmarking

Measured time-to-first-interactive across synthetic 3G, 4G, and fiber broadband connections.

Network waterfall metricsSub-800ms first paint certification
// 05 · VISUAL OUTPUT
VISUAL_OUTPUT // SYS.VIEWER
FIG 06 // CLUSTERED_PBR_LIGHTINGPIPELINE: WEBGPU // CLUSTERED_FORWARD+LIGHT_BUDGET: 512 DYNAMIC_LIGHTSINITIAL_LOAD: 780 MS
CANVAS: 1920x1080 (16:9)
COLOR: DCI-P3 GAMUT
PIPELINE: WebXR
STATUS: LIVE_READOUT
SUBSYSTEM_OUTPUT // 01holo-gallery / Packed channel roughness-metalness PBR material breakdown

72% bandwidth reduction achieved through Draco geometry and KTX2 compression.

// 06 · RESULT

PRODUCTION BENCHMARKS & VERIFICATION

Initial interaction achieved in under 780ms on mobile 4G networks; seamless zero-install transition into WebXR immersive mode across all major headsets.

Initial Load
780 MS
Texture Savings
72%
Headset Support
Universal
Bandwidth
< 12MB
// 07 · TECHNOLOGY
WebXRThree.jsKTX2 TexturesDraco CompressionWeb Audio APIGLSL
WebXR Architecture:Kyro Forge Spatial Team
Asset Pipeline Engineering:Kyro Forge Optimization Lab
// 08 · NEXT CASE FILE
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High-octane browser racing engine with sub-40ms authoritative multiplayer netcode.

REQUIRE CUSTOM ENGINE OR XR ARCHITECTURE?