[X3D-Public] Fwd: Re: [X3D] X3D HTML5 meeting discussions:Declarative 3D interest group at W3C

Joe D Williams joedwil at earthlink.net
Wed Jan 5 11:15:35 PST 2011


> (such as XFlow, server-based rendering based on XML3D, AnySL and its 
> successor AnyDSL

Is there anything public on AnyDSL?
What is the best link for XFlow?
What is Khronos association with ASL?

Thanks,
Joe



----- Original Message ----- 
From: "Philipp Slusallek" <slusallek at cs.uni-saarland.de>
To: "Chris Marrin" <chris at marrin.com>
Cc: "X3D mailing list Graphics public" <x3d-public at web3d.org>
Sent: Tuesday, January 04, 2011 9:13 PM
Subject: Re: [X3D-Public] Fwd: Re: [X3D] X3D HTML5 meeting 
discussions:Declarative 3D interest group at W3C


> [Resent without the XFlow presentation due to size limits]
>
> Hi Chris,
>
> Am 05.01.2011 00:29, schrieb Chris Marrin:
>> On Jan 3, 2011, at 8:44 PM, Philipp Slusallek wrote:
>> Speaking as a WebKit developer, it would be exceedingly difficult 
>> to
>> allow arbitrary properties in CSS. The properties are parsed into
>> fixed structures for efficiency. Resolving style can be an 
>> expensive
>> proposition, so keeping it efficient is crucial. But I''d like to
>> understand your issues with keeping a fixed property CSS system and
>> perhaps adding a small number of properties for the needs of the
>> declarative 3D nodes.
>
> I will ask Kristian Sons to respond with all the details to you 
> directly
> when he comes back.
>
>>> I see CSS mainly as an orthogonal way to associate data with 
>>> content
>>> objects. This works well for "style" but does not need to be 
>>> limited to
>>> it. E.g. we used it to provide physics parameter (mass density, 
>>> friction
>>> coefficients, etc.) to objects.
>>
>> Hmmm. That gets into some murky areas of what is style and what is
>> content. And I'm not sure if physics is a good example right now. I
>> don't see a fully fleshed out physics engine being added to 
>> browsers
>> in the short term. That may be a great addition in the future and
>> would in fact have uses outside 3D. But I think it would be a 
>> mistake
>> to include it in the first pass. I'm all about baby steps these 
>> days.
>> It not only aids adoption, but it lets you see more clearly where 
>> the
>> next steps should be.
>
> I fully agree with baby steps here. Our development is twofold. On 
> one
> side we are trying out new ideas (and this is one we have not even 
> tried
> yet) and on the other side we are looking into pushing those that 
> are
> mature and we are reasonable comportable with to be generally useful
> towards the browser.
>
> We want to be use the entire infrastructure (likely without the 
> browser
> interface) also for standalone VR applications with display walls 
> and
> such. Having a common portable and widely available basis for such 
> work
> will be important. Most of this will be in-house or in collaborative
> projects with some industry, solving specific problems (a la 
> xulRunner).
>
> DFKI (German Research center for Artificial Intelligence, where a 
> lot of
> the applied work is done) with its ~800 employees is one of the 
> largest
> applied research institutes in its field with a mission to do tech
> transfer. At the Intel Visual Computing Institute (Intel VCI, which 
> I am
> co-heading also) we are focusing more on the basic research aspects
> (such as XFlow, server-based rendering based on XML3D, AnySL and its
> successor AnyDSL and many others) but work closely with my group at 
> the
> DFKI and the Max-Planck-Institutes here on Campus as well. BTW, we 
> would
> be happy to work more closely in joint projects with you at Apple or
> with other partners.
>
>>> Regarding speed for geometry processing: Chris, at the moment we 
>>> are
>>> talking about dozens of wide SIMD cores with optimized data paths 
>>> for
>>> streaming operations on the GPU itself versus a far away CPU based 
>>> JS
>>> implementation (that today at least still needs to transfer the 
>>> results
>>> via a rather slow PCIe bus to the GPU for rendering). There are 
>>> orders
>>> of magnitude between the two that no compiler optimization for JS 
>>> (which
>>> have done amazing things, no questions) can address. I did talk 
>>> about
>>> some proposed data-parallel extension to JS but they are still 
>>> deep
>>> within research labs still and its unclear where this will go.
>>
>> Baby steps. I don't think it's a showstopper if a web app can only 
>> push 100,000 particles rather than 10 million.
>
> I somewhat agree, which is why we have made it a separate module.
> However, realistically avatars will become important quickly, which
> means a lot of morphing, skinning, subdiv, and animations. Realistic
> environments will need lots of geometric details as well. And once 
> we
> have been down the "expose OpenGL" route, the question is "why not
> expose the other HW APIs as well". Which is what XFlow is all about
> (besides the low-level API, which we are not that interested in 
> anyway.
>
>>> So for the time being, I simply see no alternative to something 
>>> like
>>> XFlow to tackle the problem. I appreciate and fully agree with 
>>> your
>>> approach of "lets start small and add only when we find out its 
>>> really
>>> needed", but this is an area, where its clear from the start that 
>>> JS
>>> alone will be insufficient. For these JS extensions we could 
>>> simply
>>> expose CUDA/OpenCL/DirectCompute/whatever but this would bring us 
>>> fully
>>> back to procedural land again and be counter productive to our 
>>> main goals.
>>
>> I was not able to get many details about XFlow from a web search. 
>> But
>> it seems clear that JS alone IS sufficient for some compelling 3D 
>> on
>> the web. The handful of WebGL examples proves that. Moving the
>> rendering, event handing and (some) animations to native code can
>> only be better.
>
> Attached is an older presentation on XFlow (will track down and post 
> a
> later version). Wherever you see script in there think about a CUDA 
> or
> so implementation, even though we plan to drive this via AnySL (you 
> find
> a paper on our portable shading system AnySL on our publication page
> (http://graphics.cs.uni-saarland.de/publications/), where is also 
> the
> XML3D paper.
>
> Philipp
>
>> -----
>> ~Chris
>> chris at marrin.com
>>
>
>
>
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