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 mailto:[email protected] -------------------------------------------------------------------- p.s. 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