Conclusion

Congratulations on completing the OpenXR and Vulkan 1.3 Spatial Computing tutorial series! We’ve covered a vast amount of ground, from the initial handshake between the two APIs to advanced topics like LightField Theory and Plenoptic Synthesis.

Through the "Incorporating into the Engine" sections at the end of each chapter, you’ve seen how to take these theoretical concepts and apply them to a real-world renderer like our simple_game_engine.

Spatial computing is an ever-evolving field, and we encourage you to continue exploring, experimenting, and pushing the boundaries of what’s possible with Vulkan 1.3 and OpenXR.