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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
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
- Use exisiting CSS profiles for
- transformations (CSS 3D transforms)
- 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:
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).
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: email@example.com
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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