2. MM Team
Kuu Miyazaki
@miyazaqui, github:@kuu
Jason Parrott
+JasonParrott, github:@Moncader
Guangyao Liu
@brilliun, github:@brilliun
Daijiro Wachi
@watilde, github:@watilde
19. Vector Graphics
● Resolution independant
● Small data size
● Existing assets
This work is a derivative of a photo by Darth Stabro, used under CC BY-SA.
It is licensed under CC BY-SA by GREE, Inc.
44. WebGL Performance
● Draw calls
○ drawElements/drawArrays
● Texture updates
● Shader operations
○ especially Fragment Shader
45. WebGL Performance
● Otherwise, easy to get bad performance.
● Not to mention WebGL on mobile
○ weaker hardware
○ restricted GL features & extensions
48. Magic In Browser
● A lot of “magic” going on in browser
○ Canvas 2D API
○ <video>
● Doing complex tasks silently in C++ w/o
letting web developers know how
49. WebGL is New Magic?
● WebGL is a new API
● WebGL brings plug-in free 3D into browser
● WebGL is complex
50. WebGL is New Magic?
var canvas2D = canvas.getContext(‘2d’);
// Existing magic
var webgl = canvas.getContext(‘webgl’);
// Aha! New magic!!!
52. Extensible Web
● New low-level capabilities should be exposed
to Javascript
● Existing high-level capabilities should be
explained in terms of Javascript
53. Extensible Web
● New low-level capabilities should be exposed
to Javascript
● Existing high-level capabilities should be
explained in terms of Javascript
55. WebGL exposes access
to hardwares and
GL/D3D bindings
Things restricted to native apps before
56. Extensible Web
● New low-level capabilities should be exposed
to Javascript
● Existing high-level capabilities should be
explained in terms of Javascript
58. High-level Capabilities
● Hardware acceleration used to be a black
box to web developers
● Relying on browser vendors to gift us with
performance improvement
61. Hardware Acceleration
“truly hardware accelerating graphics on the
web means giving developers access to a
programmable 3D graphics pipeline with
WebGL”
-- Chrome blog