Hi Dan,
Your feedback is very helpful. I was also thinking of a proof of
concept. Mapping something simple like a cone with some mouse
interaction could be the case.
Some js libraries that are built on top of WebGL (like SceneJS) would
ease out the task.
Later,
Diego
On 2:59 PM, Ginsburg, Daniel wrote:
> Hi Diego,
>
> Thanks for the explanation. Yes, that makes sense and seems to me that it
> should work (based on my limited understanding of how Wt works - it would be
> good if someone like Koen could confirm it). You are basically saying you are
> going to create some Wt Object that provides an interface to load geometry
> (and presumably textures?) and then provide a renderer for it using WebGL. I
> thought you were talking about exposing the entire WebGL API directly to a Wt
> application, but you are more talking about creating a simple scene graph
> object.
>
> So for something like this it all depends on how general you want to make it.
> If you just want to provide some basic interface to provide vertices, camera
> location, FOV, etc. it should be reasonably straightforward. If you want to
> allow the user of your Wt object to specify shaders, format of vertices
> (e.g., position, texcoord, normal, etc.), depth test mode, etc. it will get
> more complicated. I guess a good first step would be to create an object
> that draws a triangle using WebGL inside of Wt. Assuming that works, you can
> make your Wt object as simple or complicated as you want to :)
>
> Hope my feedback was somewhat useful...
>
> -- Dan
>
> On Mar 15, 2010, at 6:33 PM, Diego Cantor-Rivera wrote:
>
> On 15/03/2010 12:59 PM, Diego Cantor wrote:
>
> Hi Daniel,
>
>
> On 2:59 PM, Ginsburg, Daniel wrote:
>
>
> Hi Diego,
>
> This is a very interesting idea. Can you explain in further detail how you
> are thinking of integrating this into Wt?
>
>
> A: I want to be able to load a 3D model/scene from the server and
> explore it in the browser. I haven't looked into too much detail in the
> Wt API but I have seen that there are some classes like WPainter that
> allow you to access the html5 canvas. I would write something similar to
> map my model to the WebGL primitives that the canvas understands.
> (currently only nightly builds of the main browsers).
>
>
>
> I know OpenGL/OpenGL ES well (wrote a book on it :), but have not looked
> seriously at WebGL before. As I understand it, it is essentially a set of
> JavaScript bindings to an OpenGL ES 2.0-equivalent API.
>
>
> A: I think you are right. Also, WebGL keeps OpenGL syntax.
>
>
> Just thinking out loud here, in order for this to work from the Wt server you
> would need to generate the equivalent Javascript function calls to be
> executed on the client.
>
>
> A: correct.
>
>
> So, the Wt object that you expose would need to have all of the OpenGL ES
> API function calls
>
>
> A: yes, internally.
>
>
> and then you would build up a set of Javascript code based on the GL calls
> made by the server application?
>
>
>
> A: I am not sure of understanding what you mean here. I think that I
> would hide all these calls from the public API of my object(s). It
> should be transparent for anyone wanting to use the canvas to render 3D
> scenes.
>
>
>
> This sounds possible, but not trivial.
>
>
> I have seen the code .. it is not trivial at all. lol.
>
>
> We once worked on doing a networked renderer for OpenGL ES and it was the
> same basic idea in that you have to serialize/deserialize all of the OpenGL
> ES calls on both sides. It is a non-trivial exercise though, took a very
> smart engineer several months to get it working :)
>
>
> For the WebGL case I think that you would only serialize the model you
> want to see. This could take sometime while you load the scene
> information from the server. Other than that, updating the scene or
> changing it is all local.
>
>
>
>
>
> Maybe you can elaborate a little more on how you envisioned this working?
>
>
>
> A: Initially, I would like to be able to load and play with a 3D model.
> Later on, I would like to integrate this with libraries such as VTK for
> my own project (medical imaging).
>
>
>
> Cheers,
>
> Diego Cantor
>
>
> Thanks.
>
>
> On Mar 12, 2010, at 5:42 PM, Diego Cantor-Rivera wrote:
>
>
>
>
> Dear list members,
>
> I have been thinking about writing code to integrate the new WebGL in Wt. But
> before jumping in, I would like to know the perspective of more experienced
> Wt users/developers. Do you guys think it is feasible? I mean, I know that
> using the html5 canvas is possible and that one could include the required
> webgl javascript libraries (in the same fasion as ExtJS is included). Also,
> WebGL is a DOM API which means that I could access it with ajax to update the
> state of whatever I have rendered there (?)
>
> Any comments? Has anyone think of this before?
>
> Thanks,
>
> Diego
> --
> Diego Cantor-Rivera
> Ph.D.Student in Biomedical Engineering, University of Western Ontario
> Imaging Research Laboratories, Robarts Research Institute
> P.O. Box 5015, 100 Perth Drive, London, ON, Canada N6A 5K8
> email: dcantor <at>imaging.robarts.ca
> Visit me at: http://bit.ly/dcantor/
>
> <ATT00001..txt><ATT00002..txt>
>
>
>
> Dan Ginsburg / email:
> [email protected]<mailto:[email protected]>
> Principal Software Architect
> Fetal-Neonatal Neuroimaging and Development Science Center
> Children's Hospital Boston
> 300 Longwood Avenue
> Boston, MA 02115
> Phone: 857-218-5140
>
>
>
>
>
>
>
>
>
>
> --
>
> Diego Cantor-Rivera
> Ph.D.Student in Biomedical Engineering, University of Western Ontario
> Imaging Research Laboratories, Robarts Research Institute
> P.O. Box 5015, 100 Perth Drive, London, ON, Canada N6A 5K8
> email: dcantor <at>imaging.robarts.ca
> Visit me at: http://bit.ly/dcantor/<http://bit.ly/dcantor>
>
> <ATT00001..txt><ATT00002..txt>
>
>
>
>
--
Diego Cantor-Rivera
Ph.D.Student in Biomedical Engineering, University of Western Ontario
Imaging Research Laboratories, Robarts Research Institute
P.O. Box 5015, 100 Perth Drive, London, ON, Canada N6A 5K8
email: dcantor <at>imaging.robarts.ca
Visit me at: http://bit.ly/dcantor/ <http://bit.ly/dcantor>
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