KEMBAR78
Developing Web Graphics with WebGL | PPTX
developing web graphics
with WebGL
tony parisi
October 22, 2013
about me
serial entrepreneur
founder, stealth startup
consulting architect and CTO
co-creator, VRML and X3D web standards
co-designer, glTF
author, speaker instructor
contact information
tparisi@gmail.com
skype: auradeluxe
http://twitter.com/auradeluxe
p://www.tonyparisi.com/
http://www.learningwebgl.com/

book source code
https://github.com/tparisi/WebGLBook
https://github.com/tparisi/Programming3DApplications
htt

get the books!
WebGL: Up and Running
http://www.amazon.com/dp/144932357X
Programming 3D Applications with HTML and WebGL
http://www.amazon.com/Programming-ApplicationsHTML5-WebGL-Visualization/dp/1449362966

http://www.tonyparisi.com

10/22/2
013
RIP: 1995-2013

Image: Eric Dye

http://www.tonyparisi.com

10/22/2
013
long live…

http://www.tonyparisi.com

10/22/2
013
WebGL:
real-time 3D rendering
the 3D API standard
OpenGL ES™ in a browser
JavaScript API bindings
supported in all modern browsers
shipped since early 2011
supported in
•
•
•
•
•

desktop Safari, Firefox, Chrome, Opera
Internet Explorer (late 2013)
iOS mobile Safari – iAds only
Android – mobile Chrome, mobile Firefox
Blackberry, Tizen, Firefox OS

•

Surface (Windows 8.1)

•
•

Kindle Fire HDX
500M+ seats -> 1B
http://www.tonyparisi.com

10/22/2
013
science and education

100,000 Stars Google Experiment
http://workshop.chromeexperiments.com/stars/

http://www.tonyparisi.com

10/22/2
013
advertising and media

collaboration with Rei Inamoto and AKQA
http://makeourmark.levi.com/project-overview-whatmovesyou.html
developed by Tony Parisi and Simo Santavirta
http://www.simppa.fi/
http://www.tonyparisi.com

10/22/2
013
data visualization

http://www.tonyparisi.com

10/22/2
013
page graphics

Steve Wittens
http://acko.net/blog/making-mathbox/
http://www.tonyparisi.com

10/22/2
013
games and virtual
environments

60FPS

ported in 5 days Unreal native C++ engine -> JavaScriptEmscripten + asm.js
http://www.tonyparisi.com

10/22/2
013
products and e-commerce

product concept piece – Vizi - TC Chang/T.
Parisi
http://vizi.gl/engine/tests/futurgo.html
http://www.tonyparisi.com

10/22/2
013
how WebGL works
it’s a JavaScript drawing API
draw to a canvas element using a special context (“webgl”)
low-level drawing – buffers, primitives, textures and shaders
accelerated by graphics hardware (GPU)
can draw 2D as well as 3D graphics

integrates seamlessly with other page content
there is no file format; no markup language; no DOM.
libraries and frameworks are key to fast ramp up and
productive development

http://www.tonyparisi.com

10/22/2
013
a simple WebGL program
1. create a <canvas> element
2. obtain a drawing context
3. initialize the viewport

4. create one or more buffers
5. create one or more matrices
6. create one or more shaders

7. initialize the shaders
8. draw one or more primitives

http://www.tonyparisi.com

10/22/2
013
create the canvas, context and
viewport
function initWebGL(canvas) {
var gl = null;
var msg = "Your browser does not support WebGL, " +
"or it is not enabled by default.";
try
{
gl = canvas.getContext(“webgl");
}
catch (e)
{
msg = "Error creating WebGL Context!: " + e.toString();
}

detect WebGL

if (!gl)
{
alert(msg);
throw new Error(msg);
}
return gl;
}
function initViewport(gl, canvas)
{
gl.viewport(0, 0, canvas.width, canvas.height);
}

set WebGL drawing
region

http://www.tonyparisi.com

10/22/2
013
buffers and typed arrays
var vertexBuffer;
vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
var verts = [
// Front face
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// Back face
-1.0, -1.0, -1.0,
-1.0, 1.0, -1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
…

WebGL drawing functions
use buffers of data

new low-level data type
stores arrays of floats
and ints compactly

];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW);
http://www.tonyparisi.com

10/22/2
013
shaders
var vertexShaderSource =
"
"
"
"
"
"
"
"
"
"
"
"

the vertex shader
attribute vec3 vertexPos;n" +
attribute vec2 texCoord;n" +
transforms model-space
uniform mat4 modelViewMatrix;n" +
positions into screen
uniform mat4 projectionMatrix;n" +
space
varying vec2 vTexCoord;n" +
void main(void) {n" +
// Return the transformed and projected vertex valuen" +
gl_Position = projectionMatrix * modelViewMatrix * n" +
vec4(vertexPos, 1.0);n" +
// Output the texture coordinate in vTexCoordn" +
vTexCoord = texCoord;n" +
}n";

the fragment shader
var fragmentShaderSource =
" precision mediump float;n" +
outputs a color value
" varying vec2 vTexCoord;n" +
for each pixel
" uniform sampler2D uSampler;n" +
" void main(void) {n" +
" // Return the pixel color: always output whiten" +
" gl_FragColor = texture2D(uSampler, vec2(vTexCoord.s, vTexCoord.t));n" +
"}n";
http://www.tonyparisi.com

10/22/2
013
drawing
function draw(gl, obj) {
// clear the background (with black)
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

clear the canvas

// set the shader to use
gl.useProgram(shaderProgram);

set the shader

// connect up the shader parameters: vertex position, texture coordinate,
// projection/model matrices and texture
// set up the buffers
gl.bindBuffer(gl.ARRAY_BUFFER, obj.buffer);
gl.vertexAttribPointer(shaderVertexPositionAttribute, obj.vertSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, obj.texCoordBuffer);
gl.vertexAttribPointer(shaderTexCoordAttribute, obj.texCoordSize, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indices);
gl.uniformMatrix4fv(shaderProjectionMatrixUniform, false, projectionMatrix);
gl.uniformMatrix4fv(shaderModelViewMatrixUniform, false, modelViewMatrix);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, webGLTexture);
gl.uniform1i(shaderSamplerUniform, 0);
// draw the object
gl.drawElements(obj.primtype, obj.nIndices, gl.UNSIGNED_SHORT, 0);
}

set up buffers for
vertices and
texture
coordinates
pass transform
and projection
matrices
to the shader
set the texture and pass to
the shader
draw the object

http://www.tonyparisi.com

10/22/2
013
a WebGL client-side stack
rendering – Three.js library
animation – Three.js, Tween.js libraries
application functionality – Vizi framework
setup/teardown
interaction – picking, rollovers, rotating models
behaviors
run loop and event dispatching

content creation pipeline
3D tools e.g. Autodesk Maya
COLLADA2GLTF converter
Vizi web-based previewer

http://www.tonyparisi.com

10/22/2
013
three.js:
a JavaScript 3D engine
https://github.com/mrdoob/three.js/

the most popular WebGL library
renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, canvas.width /
canvas.height, 1, 4000 );
scene.add(camera);
var light = new THREE.DirectionalLight( 0xffffff, 1.5);
scene.add( light );
var mapUrl ="../images/webgl-logo-256.jpg“;
var map = THREE.ImageUtils.loadTexture(mapUrl );
var material = new THREE.MeshPhongMaterial({ map: map });
var geometry = new THREE.CubeGeometry(2, 2, 2);
cube = new THREE.Mesh(geometry, material);
scene.add( cube );

can render to
WebGL,
2D canvas, SVG
and CSS3
represents
WebGL at a
high level using
standard
3D graphics
concepts
http://www.tonyparisi.com

10/22/2
013
3D animation
requestAnimationFrame()
http://www.paulirish.com/2011/requestanimationframe-forsmart-animating/

with JavaScript we can animate anything: materials,
lights, textures…. Shaders
Three.js has support for key frames, morphs and skins

Tween.js – simple tweening library
https://github.com/sole/tween.js/
var tween = new TWEEN.Tween( { x: 50, y: 0 } )
.to( { x: 400 }, 2000 )
.easing( TWEEN.Easing.Elastic.InOut )
.start();
function animate() {
requestAnimationFrame( animate );
TWEEN.update();
}

create and
run tween
call TWEEN.update()
each frame to update
values
http://www.tonyparisi.com

10/22/2
013
creating the car (site) of the future

http://www.tonyparisi.com

10/22/2
013
the concept

design: TC Chang (http://www.tcchang.com/)
http://www.tonyparisi.com

10/22/2
013
the model

http://www.tonyparisi.com

10/22/2
013
the content pipeline - today
still pretty crude – tools and converters under development
sample work flows
A.

OBJ (single model)
1.
2.
3.

create 3D model or import into Blender
export to Three.js JSON format
load into Three.js application; hand-layout, hand-light, hand-animate

B. OBJ (single model)
1.
2.

convert to Three.js JSON using Python command-line tool
load into Three.js application; hand-layout, hand-light, hand-animate

C. MD2/MD5 (Quake single model with animation)
1.
2.

convert to Three.js JSON with online tool
load into Three.js application; hand-layout, hand-light

D. COLLADA (full scene)
1.
2.
3.
4.

export to COLLADA from Maya, 3ds Max, Blender, Sketchup
files contain scene layout, cameras, lights and animations – no need to do it by
hand
import into Three.js application and use
but COLLADA files are big to download and slow to parse
http://www.tonyparisi.com

10/22/2
013
the content pipeline - coming
soon: glTF
a “JPEG for 3D”
bridges the gap between existing 3D formats/tools and today’s GL based APIs
compact, efficient to load representation
balanced, pragmatic feature set
GL native data types require no additional processing
also includes common 3D constructs (hierarchy, cameras, lights, common
materials, animation )

reduces duplicated effort in content pipeline
a common publishing format for content tools
open specification; open process
Khronos Group initiative within the COLLADA working group
F. Robinet (lead), R. Arnaud, P. Cozzi, T. Parisi
http://gltf.gl/
http://www.tonyparisi.com

10/22/2
013
exporting and previewing
content
tree view of 3D scene graph

property sheets show detail

scene/render stats

cameras, lights and animations
http://www.tonyparisi.com

10/22/2
013
Vizi: a framework for 3D
applications
component-based framework a la Unity3D
Futurgo.prototype.go = function() {
this.viewer = new Vizi.Viewer({ container : this.container, showGrid : true,
allowPan: false, oneButton: true });
this.loadURL(Futurgo.URL);
built-in Viewer object for
this.viewer.run();
viewing models – handles
}
Futurgo.prototype.loadURL = function(url) {
var that = this;
var loader = new Vizi.Loader;
loader.addEventListener("loaded", function(data)
{ that.onLoadComplete(data, loadStartTime); });
var loadStartTime = Date.now();
loader.loadScene(url);
}
Futurgo.prototype.onLoadComplete = function(data, loadStartTime)
{
var scene = data.scene;
this.viewer.replaceScene(data);
…

Three.js setup, page events
(e.g. resize), mouse
events, run loop
built-in Loader
object loads models
in Three.js JSON
format, COLLADA,
glTF
add newly loaded model to
scene
http://www.tonyparisi.com

10/22/2
013
interaction and behaviors
API methods use regular
expression or
object type to
iterate over scene
graph

// Add entry fade behavior to the windows
var that = this;
scene.map(/windows_front|windows_rear/, function(o) {
var fader = new Vizi.FadeBehavior({duration:2, opacity:.8});
o.addComponent(fader);
setTimeout(function() {
component model fader.start();
drop behaviors onto
}, 2000);

any object
var picker = new Vizi.Picker;
picker.addEventListener("mouseover", function(event) {
that.onMouseOver("glass", event); });
picker.addEventListener("mouseout", function(event) {
that.onMouseOut("glass", event); });
picker.addEventListener("touchstart", function(event) {
that.onTouchStart("glass", event); });
picker.addEventListener("touchend", function(event) {
pickers - dispatch mouse and
that.onTouchEnd("glass", event); });
touch events to application
o.addComponent(picker);
10/22/2
});
http://www.tonyparisi.com
013
animations
Vizi Viewer object
maintains list of
named
animations
Futurgo.prototype.playAnimation = function(name, loop, reverse) {
var animationNames = this.viewer.keyFrameAnimatorNames; loaded from
var index = animationNames.indexOf(name);
content file (e.g.
if (index >= 0)
COLLADA, glTF)
{
this.viewer.playAnimation(index, loop, reverse);
}
}
Futurgo.prototype.playOpenAnimations = function() {
this.playAnimation("animation_window_rear_open");
this.playAnimation("animation_window_front_open");
}

play animations
looped or
unlooped, forward
or reverse

Futurgo.prototype.playCloseAnimations = function() {
this.playAnimation("animation_window_rear_open", false, true);
this.playAnimation("animation_window_front_open", false, true);
}
http://www.tonyparisi.com

10/22/2
013
integrating 2D and 3D
3D rollovers trigger
2D overlay display

2D page elements
control 3D scene content
http://www.tonyparisi.com

10/22/2
013
links
game engines/IDEs

libraries/frameworks

PlayCanvas
http://www.playcanvas.com/

Three.js

Turbulenz https://turbulenz.com/

SceneJS

Goo
Enginehttp://www.gootechnologies.c
om/

http://threejs.org/

http://scenejs.org/

BabylonJS
http://www.babylonjs.com/

Artillery Engine
https://artillery.com/

Voodoo.js
http://www.voodoojs.com/

Verold http://verold.com/
tQuery
Sketchfab https://sketchfab.com/

http://jeromeetienne.github.io/tquery/

Unreal… ?

Vizi (VERY preliminary)

http://www.extremetech.com/gaming/15190
0-unreal-engine-3-ported-to-javascript-andwebgl-works-in-any-modern-browser

https://github.com/tparisi/Vizi

http://www.tonyparisi.com

10/22/2
013
stay in touch…
enjoy the show!
http://html5devconf.com/

contact information
tparisi@gmail.com
skype: auradeluxe
http://twitter.com/auradeluxe
p://www.tonyparisi.com/
http://www.learningwebgl.com/

book source code
https://github.com/tparisi/WebGLBook
https://github.com/tparisi/Programming3DApplications
htt

get the books!
WebGL: Up and Running
http://www.amazon.com/dp/144932357X
Programming 3D Applications with HTML and WebGL
http://www.amazon.com/Programming-ApplicationsHTML5-WebGL-Visualization/dp/1449362966

http://www.tonyparisi.com

10/22/2
013

Developing Web Graphics with WebGL

  • 1.
    developing web graphics withWebGL tony parisi October 22, 2013
  • 2.
    about me serial entrepreneur founder,stealth startup consulting architect and CTO co-creator, VRML and X3D web standards co-designer, glTF author, speaker instructor contact information tparisi@gmail.com skype: auradeluxe http://twitter.com/auradeluxe p://www.tonyparisi.com/ http://www.learningwebgl.com/ book source code https://github.com/tparisi/WebGLBook https://github.com/tparisi/Programming3DApplications htt get the books! WebGL: Up and Running http://www.amazon.com/dp/144932357X Programming 3D Applications with HTML and WebGL http://www.amazon.com/Programming-ApplicationsHTML5-WebGL-Visualization/dp/1449362966 http://www.tonyparisi.com 10/22/2 013
  • 3.
    RIP: 1995-2013 Image: EricDye http://www.tonyparisi.com 10/22/2 013
  • 4.
  • 5.
    WebGL: real-time 3D rendering the3D API standard OpenGL ES™ in a browser JavaScript API bindings supported in all modern browsers shipped since early 2011 supported in • • • • • desktop Safari, Firefox, Chrome, Opera Internet Explorer (late 2013) iOS mobile Safari – iAds only Android – mobile Chrome, mobile Firefox Blackberry, Tizen, Firefox OS • Surface (Windows 8.1) • • Kindle Fire HDX 500M+ seats -> 1B http://www.tonyparisi.com 10/22/2 013
  • 6.
    science and education 100,000Stars Google Experiment http://workshop.chromeexperiments.com/stars/ http://www.tonyparisi.com 10/22/2 013
  • 7.
    advertising and media collaborationwith Rei Inamoto and AKQA http://makeourmark.levi.com/project-overview-whatmovesyou.html developed by Tony Parisi and Simo Santavirta http://www.simppa.fi/ http://www.tonyparisi.com 10/22/2 013
  • 8.
  • 9.
  • 10.
    games and virtual environments 60FPS portedin 5 days Unreal native C++ engine -> JavaScriptEmscripten + asm.js http://www.tonyparisi.com 10/22/2 013
  • 11.
    products and e-commerce productconcept piece – Vizi - TC Chang/T. Parisi http://vizi.gl/engine/tests/futurgo.html http://www.tonyparisi.com 10/22/2 013
  • 12.
    how WebGL works it’sa JavaScript drawing API draw to a canvas element using a special context (“webgl”) low-level drawing – buffers, primitives, textures and shaders accelerated by graphics hardware (GPU) can draw 2D as well as 3D graphics integrates seamlessly with other page content there is no file format; no markup language; no DOM. libraries and frameworks are key to fast ramp up and productive development http://www.tonyparisi.com 10/22/2 013
  • 13.
    a simple WebGLprogram 1. create a <canvas> element 2. obtain a drawing context 3. initialize the viewport 4. create one or more buffers 5. create one or more matrices 6. create one or more shaders 7. initialize the shaders 8. draw one or more primitives http://www.tonyparisi.com 10/22/2 013
  • 14.
    create the canvas,context and viewport function initWebGL(canvas) { var gl = null; var msg = "Your browser does not support WebGL, " + "or it is not enabled by default."; try { gl = canvas.getContext(“webgl"); } catch (e) { msg = "Error creating WebGL Context!: " + e.toString(); } detect WebGL if (!gl) { alert(msg); throw new Error(msg); } return gl; } function initViewport(gl, canvas) { gl.viewport(0, 0, canvas.width, canvas.height); } set WebGL drawing region http://www.tonyparisi.com 10/22/2 013
  • 15.
    buffers and typedarrays var vertexBuffer; vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); var verts = [ // Front face -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, // Back face -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, … WebGL drawing functions use buffers of data new low-level data type stores arrays of floats and ints compactly ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(verts), gl.STATIC_DRAW); http://www.tonyparisi.com 10/22/2 013
  • 16.
    shaders var vertexShaderSource = " " " " " " " " " " " " thevertex shader attribute vec3 vertexPos;n" + attribute vec2 texCoord;n" + transforms model-space uniform mat4 modelViewMatrix;n" + positions into screen uniform mat4 projectionMatrix;n" + space varying vec2 vTexCoord;n" + void main(void) {n" + // Return the transformed and projected vertex valuen" + gl_Position = projectionMatrix * modelViewMatrix * n" + vec4(vertexPos, 1.0);n" + // Output the texture coordinate in vTexCoordn" + vTexCoord = texCoord;n" + }n"; the fragment shader var fragmentShaderSource = " precision mediump float;n" + outputs a color value " varying vec2 vTexCoord;n" + for each pixel " uniform sampler2D uSampler;n" + " void main(void) {n" + " // Return the pixel color: always output whiten" + " gl_FragColor = texture2D(uSampler, vec2(vTexCoord.s, vTexCoord.t));n" + "}n"; http://www.tonyparisi.com 10/22/2 013
  • 17.
    drawing function draw(gl, obj){ // clear the background (with black) gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.enable(gl.DEPTH_TEST); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); clear the canvas // set the shader to use gl.useProgram(shaderProgram); set the shader // connect up the shader parameters: vertex position, texture coordinate, // projection/model matrices and texture // set up the buffers gl.bindBuffer(gl.ARRAY_BUFFER, obj.buffer); gl.vertexAttribPointer(shaderVertexPositionAttribute, obj.vertSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, obj.texCoordBuffer); gl.vertexAttribPointer(shaderTexCoordAttribute, obj.texCoordSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.indices); gl.uniformMatrix4fv(shaderProjectionMatrixUniform, false, projectionMatrix); gl.uniformMatrix4fv(shaderModelViewMatrixUniform, false, modelViewMatrix); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, webGLTexture); gl.uniform1i(shaderSamplerUniform, 0); // draw the object gl.drawElements(obj.primtype, obj.nIndices, gl.UNSIGNED_SHORT, 0); } set up buffers for vertices and texture coordinates pass transform and projection matrices to the shader set the texture and pass to the shader draw the object http://www.tonyparisi.com 10/22/2 013
  • 18.
    a WebGL client-sidestack rendering – Three.js library animation – Three.js, Tween.js libraries application functionality – Vizi framework setup/teardown interaction – picking, rollovers, rotating models behaviors run loop and event dispatching content creation pipeline 3D tools e.g. Autodesk Maya COLLADA2GLTF converter Vizi web-based previewer http://www.tonyparisi.com 10/22/2 013
  • 19.
    three.js: a JavaScript 3Dengine https://github.com/mrdoob/three.js/ the most popular WebGL library renderer = new THREE.WebGLRenderer( { canvas: canvas, antialias: true } ); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 45, canvas.width / canvas.height, 1, 4000 ); scene.add(camera); var light = new THREE.DirectionalLight( 0xffffff, 1.5); scene.add( light ); var mapUrl ="../images/webgl-logo-256.jpg“; var map = THREE.ImageUtils.loadTexture(mapUrl ); var material = new THREE.MeshPhongMaterial({ map: map }); var geometry = new THREE.CubeGeometry(2, 2, 2); cube = new THREE.Mesh(geometry, material); scene.add( cube ); can render to WebGL, 2D canvas, SVG and CSS3 represents WebGL at a high level using standard 3D graphics concepts http://www.tonyparisi.com 10/22/2 013
  • 20.
    3D animation requestAnimationFrame() http://www.paulirish.com/2011/requestanimationframe-forsmart-animating/ with JavaScriptwe can animate anything: materials, lights, textures…. Shaders Three.js has support for key frames, morphs and skins Tween.js – simple tweening library https://github.com/sole/tween.js/ var tween = new TWEEN.Tween( { x: 50, y: 0 } ) .to( { x: 400 }, 2000 ) .easing( TWEEN.Easing.Elastic.InOut ) .start(); function animate() { requestAnimationFrame( animate ); TWEEN.update(); } create and run tween call TWEEN.update() each frame to update values http://www.tonyparisi.com 10/22/2 013
  • 21.
    creating the car(site) of the future http://www.tonyparisi.com 10/22/2 013
  • 22.
    the concept design: TCChang (http://www.tcchang.com/) http://www.tonyparisi.com 10/22/2 013
  • 23.
  • 24.
    the content pipeline- today still pretty crude – tools and converters under development sample work flows A. OBJ (single model) 1. 2. 3. create 3D model or import into Blender export to Three.js JSON format load into Three.js application; hand-layout, hand-light, hand-animate B. OBJ (single model) 1. 2. convert to Three.js JSON using Python command-line tool load into Three.js application; hand-layout, hand-light, hand-animate C. MD2/MD5 (Quake single model with animation) 1. 2. convert to Three.js JSON with online tool load into Three.js application; hand-layout, hand-light D. COLLADA (full scene) 1. 2. 3. 4. export to COLLADA from Maya, 3ds Max, Blender, Sketchup files contain scene layout, cameras, lights and animations – no need to do it by hand import into Three.js application and use but COLLADA files are big to download and slow to parse http://www.tonyparisi.com 10/22/2 013
  • 25.
    the content pipeline- coming soon: glTF a “JPEG for 3D” bridges the gap between existing 3D formats/tools and today’s GL based APIs compact, efficient to load representation balanced, pragmatic feature set GL native data types require no additional processing also includes common 3D constructs (hierarchy, cameras, lights, common materials, animation ) reduces duplicated effort in content pipeline a common publishing format for content tools open specification; open process Khronos Group initiative within the COLLADA working group F. Robinet (lead), R. Arnaud, P. Cozzi, T. Parisi http://gltf.gl/ http://www.tonyparisi.com 10/22/2 013
  • 26.
    exporting and previewing content treeview of 3D scene graph property sheets show detail scene/render stats cameras, lights and animations http://www.tonyparisi.com 10/22/2 013
  • 27.
    Vizi: a frameworkfor 3D applications component-based framework a la Unity3D Futurgo.prototype.go = function() { this.viewer = new Vizi.Viewer({ container : this.container, showGrid : true, allowPan: false, oneButton: true }); this.loadURL(Futurgo.URL); built-in Viewer object for this.viewer.run(); viewing models – handles } Futurgo.prototype.loadURL = function(url) { var that = this; var loader = new Vizi.Loader; loader.addEventListener("loaded", function(data) { that.onLoadComplete(data, loadStartTime); }); var loadStartTime = Date.now(); loader.loadScene(url); } Futurgo.prototype.onLoadComplete = function(data, loadStartTime) { var scene = data.scene; this.viewer.replaceScene(data); … Three.js setup, page events (e.g. resize), mouse events, run loop built-in Loader object loads models in Three.js JSON format, COLLADA, glTF add newly loaded model to scene http://www.tonyparisi.com 10/22/2 013
  • 28.
    interaction and behaviors APImethods use regular expression or object type to iterate over scene graph // Add entry fade behavior to the windows var that = this; scene.map(/windows_front|windows_rear/, function(o) { var fader = new Vizi.FadeBehavior({duration:2, opacity:.8}); o.addComponent(fader); setTimeout(function() { component model fader.start(); drop behaviors onto }, 2000); any object var picker = new Vizi.Picker; picker.addEventListener("mouseover", function(event) { that.onMouseOver("glass", event); }); picker.addEventListener("mouseout", function(event) { that.onMouseOut("glass", event); }); picker.addEventListener("touchstart", function(event) { that.onTouchStart("glass", event); }); picker.addEventListener("touchend", function(event) { pickers - dispatch mouse and that.onTouchEnd("glass", event); }); touch events to application o.addComponent(picker); 10/22/2 }); http://www.tonyparisi.com 013
  • 29.
    animations Vizi Viewer object maintainslist of named animations Futurgo.prototype.playAnimation = function(name, loop, reverse) { var animationNames = this.viewer.keyFrameAnimatorNames; loaded from var index = animationNames.indexOf(name); content file (e.g. if (index >= 0) COLLADA, glTF) { this.viewer.playAnimation(index, loop, reverse); } } Futurgo.prototype.playOpenAnimations = function() { this.playAnimation("animation_window_rear_open"); this.playAnimation("animation_window_front_open"); } play animations looped or unlooped, forward or reverse Futurgo.prototype.playCloseAnimations = function() { this.playAnimation("animation_window_rear_open", false, true); this.playAnimation("animation_window_front_open", false, true); } http://www.tonyparisi.com 10/22/2 013
  • 30.
    integrating 2D and3D 3D rollovers trigger 2D overlay display 2D page elements control 3D scene content http://www.tonyparisi.com 10/22/2 013
  • 31.
    links game engines/IDEs libraries/frameworks PlayCanvas http://www.playcanvas.com/ Three.js Turbulenz https://turbulenz.com/ SceneJS Goo Enginehttp://www.gootechnologies.c om/ http://threejs.org/ http://scenejs.org/ BabylonJS http://www.babylonjs.com/ ArtilleryEngine https://artillery.com/ Voodoo.js http://www.voodoojs.com/ Verold http://verold.com/ tQuery Sketchfab https://sketchfab.com/ http://jeromeetienne.github.io/tquery/ Unreal… ? Vizi (VERY preliminary) http://www.extremetech.com/gaming/15190 0-unreal-engine-3-ported-to-javascript-andwebgl-works-in-any-modern-browser https://github.com/tparisi/Vizi http://www.tonyparisi.com 10/22/2 013
  • 32.
    stay in touch… enjoythe show! http://html5devconf.com/ contact information tparisi@gmail.com skype: auradeluxe http://twitter.com/auradeluxe p://www.tonyparisi.com/ http://www.learningwebgl.com/ book source code https://github.com/tparisi/WebGLBook https://github.com/tparisi/Programming3DApplications htt get the books! WebGL: Up and Running http://www.amazon.com/dp/144932357X Programming 3D Applications with HTML and WebGL http://www.amazon.com/Programming-ApplicationsHTML5-WebGL-Visualization/dp/1449362966 http://www.tonyparisi.com 10/22/2 013