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Re: [Public WebGL] A Declarative node set for WebGL?



Dear WebGL experts,

today I found your very interesting discussion about declarative 3D in the DOM. Though the DFKI and especially our group is very well connected to the IGD and Johannes Behr's group, we saw too many incopabitilies to integrate X3D to the DOM. That is why we started a project called XML3D that we wanted to present to the public next week. The WebGL mailing list seems to be just the right place to discuss our proposal, since all the experts are present.

XML3D is a markup language for interactive 3D graphics. It's intention is to perfectly integrate into other W3C standards, particulary into HTML5, CSS etc. Our design principle was to use existing technology where possible.

XML3D is very general. Right now we have around 20 elements. Together with DOM events we could already cover large parts of the X3D functionality.

Most of the ideas Chris outlined in his initial post, are implemented or planned to implement:

- Use HTML as textures, especially <img> (already working), <video> and <canvas>
- Use exisiting CSS profiles for
- transformations (CSS 3D transforms)
- animation
- Add 3D CSS profile for
- shader assignment
- common set of shader attributes
- event configuration
- other 3D style specific properties
- Use DOM events
- Support for classical Mouse events (onclick, onmouseover)
- Add 3D specific events (i.e. to receive 3D specific picking information)
- Use XBL 2.0
- Of course not available yet, but would be perfect for higher level objects. This would be even more powerful than the X3D prototype concept.


Right now we have native implementations of XML3D in Firefox and in WebKit (ray tracing) as well as a WebGL renderer. We designed the mesh description so it can directly be used with the GL Buffer Objects without any transformations at this point.

XML3D is not designed for a specific rendering system, but for all kinds. The group around Prof. Philipp Slusallek is working on real-time ray tracing since ~10 years, a lot of the research results are incorporated at Intel and Nvidia. To achieve a shader system for arbritary rendering platforms, the team developed AnySL, that works on different front ends (RenderMan, C++, OpenSL) and generates shader code optimized for the particular target platforms (based on LLVM).

There are so many other ideas for hard integration of 3D elements into existing web technologies. Our (until now few) demos already show, that there is a high potential for a declarative approach. Some first video can be found at:

http://www.youtube.com/dfkivideo

So much more to say, but I don't want to bury you with infos. I hope I aroused some interest as we would be very happy to extend and improve our approach together with you and to receive some feedback.

We currently prepare our website (http://www.xml3d.org). Hopefully you will find our specification as well as some demos and perhaps even a modified Firefox (have to talk to the Mozilla guys).

Best regards,
  Kristian


-- ________________________________________________________

Kristian Sons
Deutsches Forschungszentrum für Künstliche Intelligenz GmbH, DFKI
Agenten und Simulierte Realität
Campus D 3-2, Stuhlsatzenhausweg 3,  D-66123 Saarbrücken, Germany
Phone: (+49 681) 302-3833, Fax: ...-3843, E-Mail: kristian.sons@dfki.de
Mobil:  +49 151 / 50 98 76 08
DFKI Informationen: http://www.dfki.de

Geschäftsführung: Prof. Dr. Dr. h.c. mult. Wolfgang Wahlster (Vorsitzender)
Dr. Walter Olthoff

Vorsitzender des Aufsichtsrats: Prof. Dr. h.c. Hans A. Aukes
Amtsgericht Kaiserslautern, HRB 2313
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