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ChinaVR 2020
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September 16, 2020

Event is now over

Presentations and other assets from this event are presented here. For information on upcoming events, click here.

Affected by the new coronavirus epidemic, the 20th China Virtual Reality Conference adopts the online + offline format. Ordinary participants can participate in the online conference for free, and the offline conference is only for those who have received the invitation of the conference organizing committee.

The 20th China Conference on Virtual Reality (ChinaVR 2020) will be held in Changchun from September 18th to 20th, 2020, and co-organized by Jilin Animation Institute and several other institutions. It is expected that over 1,000 participants will attend the conference. Famous academic and industrial experts around the world will be invited to report on key technologies and hot topics in VR. Domestic and overseas researchers and engineers on VR and visualization technology will gather together to promote the development and application of VR and visualization technology in China by carrying out academic exchanges, studying development strategy, promoting achievement transformation, developing international cooperation and motivating young people. ChinaVR 2020 has many interesting activities, including keynote speeches, technical papers, workshops, exhibition/demonstration and competition.

We invite and welcome any academic and industrial experts, students, engineers and educators, etc., to contribute and participate in ChinaVR 2020.

Looking forward to seeing you at ChinaVR 2020 in September in Changchun!

Khronos Tutorial

Unifying Reality: Building Portable AR/VR Experiences with OpenXR

Date and Time: September 16, 2020 | 6PM PST 

OpenXR is an open, cross-platform API for developing portable AR/VR applications. It is a standard developed over the last 3 years through the efforts of over 30 companies and launched at SIGGRAPH in 2019. The tutorial will provide an overview of the OpenXR API; its development, usages, adoption, and extensibility and why application developers and hardware makers should be moving to this new standard. Then we will dive deeper into how an OpenXR application is structured, how the interaction system works, how multiple applications and overlays are supported and more!

Audience prerequisite

Have a foundational understanding of computer graphics and programming


Brent Insko: Intel, OpenXR Working Group Chair and Lead XR architect at Intel
Chair of the Khronos OpenXR Working Group and lead XR architect at Intel. He received his PhD in Virtual Reality from the University of North Carolina at Chapel Hill under Frederick P. Brooks Jr. in 2001. He has previously worked on graphics hardware for 15 years and contributed to the development of the OpenGL, OpenGL ES, and Vulkan graphics APIs. He has been refocused on AR/VR for the last 4 years. He has spoken at VRDC, GDC, and published in SIGGRAPH.

Ryan Pavlik: Collabora, Principal Software Engineer on the XR team
Principal Software Engineer at Collabora in the XR team, working mainly on runtime research and development. He serves as the Specification Editor of the Khronos OpenXR Working Group since April of 2019, and has participated in that working group since its formation in 2017. He has previously worked on virtual reality runtimes and technology at Sensics, and on virtual reality software frameworks, virtual assembly for engineering, natural interaction techniques, and haptic force-feedback at the Virtual Reality Applications Center at Iowa State University. He earned his PhD in computer science and human-computer interaction at Iowa State University

Lachlan Ford: Microsoft, Software Engineer
Lachlan Ford is a Software Engineer at Microsoft on the Mixed Reality team and contributor to multiple standardization efforts including OpenXR and WebXR. He graduated from UNSW in 2015 with a bachelors of Computer Science and worked at the Bill and Melinda Gates foundation funded education technology startup SmartSparrow from 2012, and Microsoft since 2016. He is interested in exploring the limits of technology as well as leveraging standards to combinatorially expand the XR ecosystem.


  • Introduction to OpenXR (what is it, what problems does it solve, where is it, who supports it, why should you care)
  • OpenXR Masterclass (dive into OpenXR applications and interaction systems)
  • Handling Multiple OpenXR applications and overlays


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