WebGL around the net, 29 July 2011

Even more links today :-) The backlog is slowly shrinking…

  • Now this is a very cool demo by Nicolas Silva and Paul Adenot– look out for Suzanne! (via)
  • The Biodigital Human is getting even better: the new version has “male and female anatomies, plus animated heart conditions, with bonus golf swing and hip device implant.”
  • I think I might have linked to some of these demos by Bartek Drozdz before, but some are new and definitely worth a look.
  • From Marcin Ignac, a Screen Space Ambient Occlusion algorithm implemented in WebGL.
  • OurBricks has an API! Here’s the announcement (oddly enough, on Facebook)
  • Here’s an interesting idea: V8GLES uses the V8 engine to provide the WebGL interface for native-style apps on Android and Linux — hopefully in the future it will come to iDevices too. The creators believe its ability to go straight to the OS’s built-in OpenGL ES makes it considerably faster than the current Android WebGL support (in Firefox) and are also considering adding support for other native APIs, like camera, accelerometers, and so on.
  • Jonas Wagner has summarised the errors people got with his a recent WebGL demo that required unusual features — worth reading if you’re looking into doing your own advanced demos.
  • If you need another source of interesting new Web-based 3D sites, 3D site links looks well worth checking out.
  • No link for this one, but I’ve been hearing rumours that Silverlight’s “protection” against the kind of DoS attack that’s been worrying people with WebGL is to only support HLSL (Direct X’s shader language) level 2.0, which is highly restricted — apparently WebGL’s shader language (via ANGLE) has features only found in HLSL 3.0. I’m no expert in HLSL versions, but this sounds like it would be very limiting, and not really something that could be backported to WebGL without making it significantly less functional. Does anyone know if the rumours are true?
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7 Responses to “WebGL around the net, 29 July 2011”

  1. Lindsay Kay says:

    Cheers Giles – we hope to have a much faster version of the Human live next week, so anybody whose H/W is creaking a bit under the strain of all the JS, high object counts and morphs will have a smoother experience then.

  2. Benoit Jacob says:

    Silverlight 5 Beta already was restricting to Shader Model 2.0 when I made the DOS proof-of-concept:

    https://connect.microsoft.com/VisualStudio/feedback/details/676134/dos-vulnerability-in-silverlight-5s-3d-similar-to-webgl-dos-vulnerability

    Restricting to Shader Model 2.0 does cripple it quite a bit, but it doesn’t help at all with the DOS vulnerability (or any other concrete vulnerability that I know of), as my proof-of-concept shows. Actually, as long as you can issue draw-calls for a large number of large triangles in one shot, you have the DOS vulnerability. If one wanted to cripple the API enough to remove the DOS vulnerability, one would have to go all the way back to OpenGL 1 without vertex array support.

    Let me know when the final Silverlight 5 comes out, I’m sure that a trivial modification of my poc will make it work again, as the issue here does not depend on fine details of the shader model.

  3. Benoit Jacob says:

    Also FYI the only meaningful difference between GLSL ES and DX Shader Model 2.0 is that pixel shaders in SM 2.0 can only have at most 64 arithmetic instructions and 32 texture fetches. The fun thing is that just 1 instruction is enough to DOS (and indeed my testcase uses very few instructions)

  4. Nicolas says:

    V8GLES looks very similar to a project I started a few years ago called V8-GL (MIT Licensed) https://github.com/philogb/v8-gl#readme . I wonder if the project takes that code as the base for it?

  5. Lindsay Kay says:

    New BioDigital Human released, faster now with SceneJS 2 under the hood: http://lnkd.in/b65G9p

  6. giles says:

    @Lindsay — thanks!

    @Benoit — interesting, thanks for pointing that out.

  7. pete says:

    For me the above demos didn’t worked on radeon open source driver

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