webgl 기술동향 2011.8

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2011.8.18 @erucipe 최승준 기술동향

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HTML5 KIG 8차 정례회의 발표자료. WebGL 기술 전반에 관한 동향 리뷰

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Page 1: Webgl 기술동향 2011.8

2011.8.18 @erucipe

최승준

기술동향

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

http://blog.vlad1.com/canvas-3d

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.

1979

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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

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.

2.0

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FIXED FUNCTION PIPELINE

PROGRAMMABLE PIPELINE

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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]

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http://www.khronos.org/registry/webgl/specs/latest/

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TILT & DOM http://blog.mozilla.com/tilt/

https://github.com/victorporof/Tilt

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

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LIBRARY

Mr. doob

http://mrdoob.com http://www.youtube.com/user/r08028

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GAME

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

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

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

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http://blog.tojicode.com/2011/08/frameworks-are-awesome-heres-why-i-dont.html

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

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.

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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 관련하여 재미있게 실험 해볼 것이 많이 있다는 증거

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CG culture http://madebyevan.com

http://fractal.io

http://www.pixelnerve.com/webgl/sss/sss_singlelight.html

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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

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Security issues WebGL was shown to have fundamental security vulnerabilities in May 2011 enabling both denial of service and cross scripting attacks

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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

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

barriers, asset management, business logic etc

개발 진입문턱을 낮추는 하이레벨에서의 접근과 최적화와 퍼포먼스를 더 추구하는 로우레벨에서의 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 일들은 이미 그래픽스의 장르에서 90년대말 부터 2000년대의 처음 10년 동안 많은 베스트 프랙티스들이 정립된 상황이기 때문에 WebGL을 매개로 로열티 프리의 안정적인 기술들이 손쉽고 빠르게 브라우져 기반 기술로 이전해올 조짐이 있음. 단, UX 문제는 별도. 3D는 3D에 적합한 사용자 경험을 가능하게 하는 다른 부수적 기술들이 필요한데, 다양한 맞물린 이슈들이 있을 가능성이 높음. 또한, 이는 웹을 더욱 확장하여 개발의 영역과 경계를 모호하게 하는 추세를 가속시키며 크고 작은, 그리고 위험을 내포 하기도 한 다양한 실험의 시대의 문을 열고 있다고 봅니다.

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