기술동향




       2011.8.18
       @erucipe
         최승준
WEB 3D        http://en.wikipedia.org/wiki/Web3D


   3DMLW
   Adobe Shockwave
   Burster
   Cult3D
   Java 3D
   JOGL
   LWJGL
   O3D
   ShiVa
   TurnTool
   Unity
   Virtools
   VRML : the first ISO-standard format for 3D browsing
   Viewpoint
   Web3D Consortium
   WebGL
   WireFusion
   X3D (extension of VRML)
   AMF - Additive Manufacturing File Format
http://www.slideshare.net/victorporof/web3d-semantic-standards-webgl-hci


                     TILT를 만든 Victor Porof의 발표자료
  1990
http://blog.vlad1.com/canvas-3d


                CANVAS 3D
Vladimir Vukićević : http://en.wikipedia.org/wiki/Vladimir_Vukićević


                          1979




In 2007, he began work on an prototype OpenGL 3D context for
the <canvas> HTML element which he called Canvas 3D.[1] This work led to the
creation of a "Accelerated 3D on the Web" working group within the Khronos
Group in order to create a royalty free standard API for OpenGL and OpenGL ES 2.0
capabilities,[2] which produced the WebGL specification.
2.0
OpenGL ES 2.0 was publicly released in March 2007,[2] eliminates most of the fixed-function
rendering pipeline in favor of a programmable one. Almost all rendering features of the
transform and lighting pipelines, such as the specification of materials and light parameters
formerly specified by the fixed-function API, are replaced by shaders written by the graphics
programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1.


OpenGL ES 2.0
• Supported by the iPad, iPhone 3GS or later, and iPod Touch 3rd generation and later
• Supported by the Android platform since Android 2.2[10]
• Supported by the Android platform NDK since Android 2.0[11]
• Supported by the BlackBerry PlayBook
• 3D Library of the Pandora console
• Chosen for WebGL: OpenGL for web browsers[12]
• Supported by some new Nokia mobile phones, such as the Maemo based Nokia N900[13] and the Symbian^3
  based Nokia N8.
• Supported by various Samsung mobile phones, including the Galaxy S and Wave
• Supported for Palm webOS, using the Plug-in Development Kit[9]
• Supported by the Archos Internet tablets: Archos 70 IT, Archos 101 IT
FIXED FUNCTION PIPELINE

PROGRAMMABLE PIPELINE
WebGL impl
Desktop Browsers
Mozilla Firefox - WebGL has been enabled on all platforms that have a capable graphics card
with updated drivers since version 4.0.[4]
Google Chrome - WebGL has been enabled by default since version 9.[5]
Safari - Safari 5.1 has support for WebGL but is disabled by default.[6]
Opera - WebGL is not implemented in the latest Opera 11.50 release. However, a
development build of Opera 11.50 with WebGL support is available for Windows platforms. [7]
Internet Explorer - Microsoft has not announced any plans to officially support WebGL.
The Chrome Frame and IEWebGLplugins provide options to add support for WebGL to Internet
Explorer.

Mobile Browsers
Nokia N900 - WebGL is available in the PR1.2 firmware update.[8]
http://www.khronos.org/registry/webgl/specs/latest/
TILT & DOM
   http://blog.mozilla.com/tilt/




https://github.com/victorporof/Tilt
The Making of RO.ME by Mr.doob @ Assembly Summer 2011
     http://www.youtube.com/watch?v=D8mOtkuN864
LIBRARY
       Mr. doob

http://mrdoob.com
http://www.youtube.com/user/r08028
GAME
3rd March, 2011 – Game Developers Conference, San Francisco – The Khronos™ Group today released
the final WebGL™ 1.0 specification to enable hardware-accelerated 3D graphics in HTML5 Web browsers
without the need for plug-ins. WebGL defines a JavaScript binding to OpenGL® ES 2.0 to allow rich 3D
graphics within a browser on any platform supporting the industry-standard OpenGL or OpenGL ES
graphics APIs

                   http://www.youtube.com/watch?v=rkwozILNf3E

GDC 2011: WebGL and HTML5 as Casual Game Development Vectors
Abstract
This IDC Insight considers the likely impact of a pair of software innovations, WebGL and HTML5, on casual PC and
portable/mobile game development in the 2012–2013 time frame. A summary of existing video game development
processes, and associated software providers, is included for contextual purposes.

Table of Contents
IDC Opinion
In This Insight
Situation Overview
        Video Game Development Engines and Tools
        Where Do WebGL and HTML5 Fit?
Future Outlook
        WebGL and HTML5' s Likely Impact

http://www.amazon.com/GDC-2011-Casual-Development-Vectors/dp/B004WYYHEU
https://github.com/toji/webgl-ios-rage
     http://blog.tojicode.com/2011/05/ios-rage-rendered-with-webgl.html

     http://media.tojicode.com/md5Mesh
     http://media.tojicode.com/q3touch




                                                                           Brandon Jones

     http://blog.tojicode.com/2011/08/frameworks-are-awesome-heres-why-i-dont.html
So, the final question: Why don't I use any of the frameworks available out there? I have nothing against them, I
promise, nor do I feel that I'm "above" the need for them. For me it comes down to two simple things: On the one
hand Some of my demos (Quake/Rage) are built specifically to eek out every last drop of performance I can get, to
really show what WebGL is capable of. Performance is the whole point of said demos, so it's worth it to be bare
bones. Secondly, I personally enjoy the challenge! I've been coding OpenGL for a while, and it's fun for me to see
how much I can optimize this scenario or that. But if I were to go back and do, say, my Spore or Hellknight demos
again? Yeah, I'd be jumping on three.js in a heartbeat.
DEMOSCENE culture
      http://traction.untergrund.net/slamdown (firefox only)




                         http://js1k.com
         http://demoseen.com/windowpane/magister.html
      http://nooshu.com/the-developing-webgl-demoscene

이 문화에서 관심을 가진다는 의미는 여기에 리얼타임 그래픽스,오디오,최적화 관
련하여 재미있게 실험 해볼 것이 많이 있다는 증거
SCIENCE (edu) culture
                     http://web.chemdoodle.com




  http://metamolecular.com/blog/2011/03/07/webgl-for-chemistry-part-1-introduction/
CG culture
                           http://madebyevan.com




       http://fractal.io

http://www.pixelnerve.com/webgl/sss/sss_singlelight.html
Web Audio
http://chromium.googlecode.com/svn/trunk/samples/audio/index.html
https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html
https://wiki.mozilla.org/Audio_Data_API
GPGPU
                              WebCL
                             http://www.khronos.org/webcl
                            http://code.google.com/p/webcl
                             http://webcl.nokiaresearch.com
                     https://wiki.mozilla.org/Platform/GFX/WebCL




http://mchouza.wordpress.com/2011/02/21/gpgpu-with-webgl-solving-laplaces-equation/
http://gfx.parapluie.org/2011/webcl-in-firefox

http://www.nshatter.com/ CG분야에서 OpenCL이 활용되는 예시
Security issues
WebGL was shown to have fundamental security vulnerabilities in May 2011 enabling both denial
of service and cross scripting attacks
MOBILE issues

 nokia, xperia
http://www.engadget.com/2009/12/03/no
kia-n900-impressively-demos-webgl-3d-
graphics/
개발 진입문턱을 낮추는 하이레벨에서의 접근과 최적화와 퍼포먼스를 더 추구하는 로우레벨에
서의 접근의 양방향에서 다양한 실험들이 이루어지는 실험의 시대가 향후 몇 년 간 이어지고,
그 과정에서 몇몇 베스트 프랙티스들이 정착하리라 예상됨. OpenGL ES 2.0 으로 할 수 있는 일
들은 이미 그래픽스의 장르에서 90년대말 부터 2000년대의 처음 10년 동안 많은 베스트 프랙
티스들이 정립된 상황이기 때문에 WebGL을 매개로 로열티 프리의 안정적인 기술들이 손쉽고
빠르게 브라우져 기반 기술로 이전해올 조짐이 있음. 단, UX 문제는 별도. 3D는 3D에 적합한 사
용자 경험을 가능하게 하는 다른 부수적 기술들이 필요한데, 다양한 맞물린 이슈들이 있을 가능
성이 높음. 또한, 이는 웹을 더욱 확장하여 개발의 영역과 경계를 모호하게 하는 추세를 가속시
키며 크고 작은, 그리고 위험을 내포 하기도 한 다양한 실험의 시대의 문을 열고 있다고 봅니다.

           문턱을 낮추는 시도인 VPL 접근 : http://vvvvjs.quasipartikel.at/


               Developer issues
https://sites.google.com/a/chromium.org/dev/developers/design-
documents/rendering-architecture-diagrams

https://sites.google.com/a/chromium.org/dev/developers/design-
documents/gpu-accelerated-compositing-in-chrome



         barriers, asset management, business logic etc
What is going on?
  대실험 시대

Webgl 기술동향 2011.8

  • 1.
    기술동향 2011.8.18 @erucipe 최승준
  • 2.
    WEB 3D http://en.wikipedia.org/wiki/Web3D 3DMLW Adobe Shockwave Burster Cult3D Java 3D JOGL LWJGL O3D ShiVa TurnTool Unity Virtools VRML : the first ISO-standard format for 3D browsing Viewpoint Web3D Consortium WebGL WireFusion X3D (extension of VRML) AMF - Additive Manufacturing File Format
  • 3.
    http://www.slideshare.net/victorporof/web3d-semantic-standards-webgl-hci TILT를 만든 Victor Porof의 발표자료 1990
  • 4.
    http://blog.vlad1.com/canvas-3d CANVAS 3D Vladimir Vukićević : http://en.wikipedia.org/wiki/Vladimir_Vukićević 1979 In 2007, he began work on an prototype OpenGL 3D context for the <canvas> HTML element which he called Canvas 3D.[1] This work led to the creation of a "Accelerated 3D on the Web" working group within the Khronos Group in order to create a royalty free standard API for OpenGL and OpenGL ES 2.0 capabilities,[2] which produced the WebGL specification.
  • 5.
    2.0 OpenGL ES 2.0was publicly released in March 2007,[2] eliminates most of the fixed-function rendering pipeline in favor of a programmable one. Almost all rendering features of the transform and lighting pipelines, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1. OpenGL ES 2.0 • Supported by the iPad, iPhone 3GS or later, and iPod Touch 3rd generation and later • Supported by the Android platform since Android 2.2[10] • Supported by the Android platform NDK since Android 2.0[11] • Supported by the BlackBerry PlayBook • 3D Library of the Pandora console • Chosen for WebGL: OpenGL for web browsers[12] • Supported by some new Nokia mobile phones, such as the Maemo based Nokia N900[13] and the Symbian^3 based Nokia N8. • Supported by various Samsung mobile phones, including the Galaxy S and Wave • Supported for Palm webOS, using the Plug-in Development Kit[9] • Supported by the Archos Internet tablets: Archos 70 IT, Archos 101 IT
  • 6.
  • 7.
    WebGL impl Desktop Browsers MozillaFirefox - WebGL has been enabled on all platforms that have a capable graphics card with updated drivers since version 4.0.[4] Google Chrome - WebGL has been enabled by default since version 9.[5] Safari - Safari 5.1 has support for WebGL but is disabled by default.[6] Opera - WebGL is not implemented in the latest Opera 11.50 release. However, a development build of Opera 11.50 with WebGL support is available for Windows platforms. [7] Internet Explorer - Microsoft has not announced any plans to officially support WebGL. The Chrome Frame and IEWebGLplugins provide options to add support for WebGL to Internet Explorer. Mobile Browsers Nokia N900 - WebGL is available in the PR1.2 firmware update.[8]
  • 8.
  • 9.
    TILT & DOM http://blog.mozilla.com/tilt/ https://github.com/victorporof/Tilt
  • 10.
    The Making ofRO.ME by Mr.doob @ Assembly Summer 2011 http://www.youtube.com/watch?v=D8mOtkuN864
  • 11.
    LIBRARY Mr. doob http://mrdoob.com http://www.youtube.com/user/r08028
  • 12.
    GAME 3rd March, 2011– Game Developers Conference, San Francisco – The Khronos™ Group today released the final WebGL™ 1.0 specification to enable hardware-accelerated 3D graphics in HTML5 Web browsers without the need for plug-ins. WebGL defines a JavaScript binding to OpenGL® ES 2.0 to allow rich 3D graphics within a browser on any platform supporting the industry-standard OpenGL or OpenGL ES graphics APIs http://www.youtube.com/watch?v=rkwozILNf3E GDC 2011: WebGL and HTML5 as Casual Game Development Vectors Abstract This IDC Insight considers the likely impact of a pair of software innovations, WebGL and HTML5, on casual PC and portable/mobile game development in the 2012–2013 time frame. A summary of existing video game development processes, and associated software providers, is included for contextual purposes. Table of Contents IDC Opinion In This Insight Situation Overview Video Game Development Engines and Tools Where Do WebGL and HTML5 Fit? Future Outlook WebGL and HTML5' s Likely Impact http://www.amazon.com/GDC-2011-Casual-Development-Vectors/dp/B004WYYHEU
  • 14.
    https://github.com/toji/webgl-ios-rage http://blog.tojicode.com/2011/05/ios-rage-rendered-with-webgl.html http://media.tojicode.com/md5Mesh http://media.tojicode.com/q3touch Brandon Jones http://blog.tojicode.com/2011/08/frameworks-are-awesome-heres-why-i-dont.html So, the final question: Why don't I use any of the frameworks available out there? I have nothing against them, I promise, nor do I feel that I'm "above" the need for them. For me it comes down to two simple things: On the one hand Some of my demos (Quake/Rage) are built specifically to eek out every last drop of performance I can get, to really show what WebGL is capable of. Performance is the whole point of said demos, so it's worth it to be bare bones. Secondly, I personally enjoy the challenge! I've been coding OpenGL for a while, and it's fun for me to see how much I can optimize this scenario or that. But if I were to go back and do, say, my Spore or Hellknight demos again? Yeah, I'd be jumping on three.js in a heartbeat.
  • 15.
    DEMOSCENE culture http://traction.untergrund.net/slamdown (firefox only) http://js1k.com http://demoseen.com/windowpane/magister.html http://nooshu.com/the-developing-webgl-demoscene 이 문화에서 관심을 가진다는 의미는 여기에 리얼타임 그래픽스,오디오,최적화 관 련하여 재미있게 실험 해볼 것이 많이 있다는 증거
  • 16.
    SCIENCE (edu) culture http://web.chemdoodle.com http://metamolecular.com/blog/2011/03/07/webgl-for-chemistry-part-1-introduction/
  • 17.
    CG culture http://madebyevan.com http://fractal.io http://www.pixelnerve.com/webgl/sss/sss_singlelight.html
  • 18.
  • 19.
    GPGPU WebCL http://www.khronos.org/webcl http://code.google.com/p/webcl http://webcl.nokiaresearch.com https://wiki.mozilla.org/Platform/GFX/WebCL http://mchouza.wordpress.com/2011/02/21/gpgpu-with-webgl-solving-laplaces-equation/ http://gfx.parapluie.org/2011/webcl-in-firefox http://www.nshatter.com/ CG분야에서 OpenCL이 활용되는 예시
  • 20.
    Security issues WebGL wasshown to have fundamental security vulnerabilities in May 2011 enabling both denial of service and cross scripting attacks
  • 21.
    MOBILE issues nokia,xperia http://www.engadget.com/2009/12/03/no kia-n900-impressively-demos-webgl-3d- graphics/
  • 22.
    개발 진입문턱을 낮추는하이레벨에서의 접근과 최적화와 퍼포먼스를 더 추구하는 로우레벨에 서의 접근의 양방향에서 다양한 실험들이 이루어지는 실험의 시대가 향후 몇 년 간 이어지고, 그 과정에서 몇몇 베스트 프랙티스들이 정착하리라 예상됨. OpenGL ES 2.0 으로 할 수 있는 일 들은 이미 그래픽스의 장르에서 90년대말 부터 2000년대의 처음 10년 동안 많은 베스트 프랙 티스들이 정립된 상황이기 때문에 WebGL을 매개로 로열티 프리의 안정적인 기술들이 손쉽고 빠르게 브라우져 기반 기술로 이전해올 조짐이 있음. 단, UX 문제는 별도. 3D는 3D에 적합한 사 용자 경험을 가능하게 하는 다른 부수적 기술들이 필요한데, 다양한 맞물린 이슈들이 있을 가능 성이 높음. 또한, 이는 웹을 더욱 확장하여 개발의 영역과 경계를 모호하게 하는 추세를 가속시 키며 크고 작은, 그리고 위험을 내포 하기도 한 다양한 실험의 시대의 문을 열고 있다고 봅니다. 문턱을 낮추는 시도인 VPL 접근 : http://vvvvjs.quasipartikel.at/ Developer issues https://sites.google.com/a/chromium.org/dev/developers/design- documents/rendering-architecture-diagrams https://sites.google.com/a/chromium.org/dev/developers/design- documents/gpu-accelerated-compositing-in-chrome barriers, asset management, business logic etc
  • 23.
    What is goingon? 대실험 시대