SpiderGL A JavaScript 3D Graphics Library for Next-Generation WWW Marco Di Benedetto, Federico Ponchio, Fabio Ganovelli, Roberto Scopigno Visual Computing Lab – ISTI – CNR 3D Content and the WWW Many attempts have been done so far Most libraries/plugins are too high level to directly access underlying graphics system ActiveX objects Proprietary browser extensions or plug-ins Developers forced to comply to some paradigm (scene graphs) CG experts often find limitations due to high-level abstraction Standardization needed WebGL : JavaScript bindings to OpenGL|ES 2.0 Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 2 Outline Introduction to the WebGL Rendering Pipeline The SpiderGL Library Case Study: Mesh Rendering Library Features & Demos Conclusions & Future Work Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 3 What is WebGL Actually what will be (standardization in progress) Specification owned by the Khronos Group Supported (and defined) by all major web browsers devs JavaScript bindings to OpenGL|ES 2.0 Almost 1-to-1 mapping, some modifications to meet JS developers’ habits and security issues Enables home computers and mobile devices to natively access 3D content directly from web pages (no external plug-ins) Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 4 OpenGL|ES 2.0 Stripped version of OpenGL, focused on Embedded Systems Programmable : NO fixed function pipeline Immediate mode (glBegin / End) Use vertex / index buffers Transform Stage (matrix stacks) Explicit shaders uniforms Lighting (lighting model, light sources, materials) Lighting computation through shaders code Named vertex attributes (glVertexPointer(…), …) Generic attributes through glVertexAttribPointer(index, …) Data entirely resides on GL resources (buffers, textures) Buffer Centric API Restrictions Texture formats, data types, shading language limitations, ... Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 5 OpenGL|ES 2.0: Architecture (simplified) Vertex Attributes Stream 0 … Index Stream N-1 Data Memory Texture Units 0 … IB Code Memory Vertex Puller Vertex Processor VB Primitive Assembler & Rasterizer TEX RB FB VS FS UNI Fragment Processor Uniforms M-1 Framebuffer Output Merger Pixel Operations Screen Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 6 OpenGL|ES 2.0: API Structure Context Pipeline Configuration & Data Objects Geometric primitives draw (activate Vertex Puller) Pixel Pipeline Accept user-defined programs (shaders) Vertex Pipeline Execution Enable / Disable Constants / Parameters Set & Get Programmable Stages Resources creation / edit / bind / destruction Data Set & Get Configurable Stages Capabilities Query Error Query Creation / Activation / Destruction not part of specifications (EGL for this) Framebuffer clear & readback (activate Pixel Operations) Synchronization Command Buffer flush & wait Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 7 Motivations: Bring CG to the WWW WebGL as a link between Web and CG developers Gaps to be filled: But... it’s very low-level! Speed, of course Algebraic and Geometric structures & algorithms Asynchronous data fetch facilities Assets loading Ease the use of WebGL SpiderGL aims at filling these gaps Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 8 SpiderGL: 3D Graphics for WWW Lightweight LGPL library ( http://spidergl.org ) provides typical CG data structures & algorithms Sits on top of WebGL for realtime rendering Goals: Efficiency Simplicity & Short Learning Time asymptotic bounds are not the only concern Key for fast application coding Flexibility Help with common tasks and create a robust middle layer for more complicated designs Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 9 Leading desing considerations Using a third-party library should be easy Avoid over-abstraction Do not impose any design choice a priori In CG simple and self-contained types works very well Users must be able to reuse as much as possible of their former knowledge on the subject All the entities have de-facto standardized names and behavior Experienced users often want fine control low-level access Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 10 SpiderGL Architecture GL: rendering Mesh: editable or renderable 3D model Space: geometric s. & a. Async: asinchronous data requests managing UI: user and html interface Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 11 Case Study: Mesh Rendering How a typical 3D model is represented: A list of vertices (each vertex is a bundle of data) A list of vertex indices, specifying how they are connected to form basic geometric primitives (points, segments, triangles) What we need to draw it Vertex & Index Buffers POV intrinsic and extrinsic parameters Some procedure to make light sources and model material interact to form colors on the final image Shaders & Uniforms Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 12 Meshes in SpiderGL Mesh Structure Mesh twins: Set of named vertex attribute streams (position, normal, color, custom, ...) with NO predefined semantic Set of named array or indexed primitive streams (points list, triangulated surface indices, wireframe segments, ...) SglMeshJS: an editable data structure SglMeshGL: a renderable graphics resource Unified interface, conversion functions Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 13 Create a Renderable Mesh /*******************************************************************/ var mesh = new SglMesh(gl); // add a vertex attribute named “position” (type is inferred) mesh.addVertexAttribute("position", 3, nativePositions); // add a NORMALIZED vertex attribute named “color” mesh.addVertexAttribute("color", 3, nativeColors, true); // add connectivity information named “triangles” (type is inferred) mesh.addIndexedPrimitives("triangles", gl.TRIANGLES, nativeIndices); // add “array” primitives named “vertices” mesh.addArrayPrimitives("vertices", gl.POINTS, 0, 3); /*******************************************************************/ Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 14 Create a Shader Program /*******************************************************************/ // vertex shader source code string var vertSource = ""; vertSource += “uniform mat4 u_mvp; \n"; vertSource += "..."; vertSource += "attribute vec3 a_position; \n"; vertSource += "attribute vec3 a_color; \n"; vertSource += "..."; // fragment shader source code string var fragSource = "..."; // program setup var prog = new SglProgram(gl, [vertSource], [fragSource]); /*******************************************************************/ Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 15 Stream Mapping The mesh has 2 vertex attribute streams (position & color) The vertex shader has 2 input vertex attributes A correspondence between the two sets must be established /**********************************************************/ … … … mesh.addVertexAttribute("position", 3, nativePositions); mesh.addVertexAttribute("color", 3, nativeColors, true); … … … /**********************************************************/ /**********************************************/ … … … vertSource += "attribute vec3 a_position; \n"; vertSource += "attribute vec3 a_color; \n"; … … … /**********************************************/ Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 16 Rendering /*******************************************************************/ // <name : string> connect shader attr “name” to mesh attr “string” var streamMapping = { a_position : "position", a_color : "color" }; // <name : value> set program uniform “name” to value “value” var uniforms = { u_mvp : getModelViewProjectionMatrix() }; // utility function (full control available through SglMeshRenderer) sglRenderMeshPrimitives(mesh, "triangles", prog, streamMapping, uniforms); /*******************************************************************/ Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 17 Option Parameters The GL module aims at simplifying common WebGL tasks Creation of WebGL objects Textures, programs, framebuffers, ... Common sequence of several commands SpiderGL offers reasonable but overridable defaults /*********************************************************/ var textureOpts = { minFilter : gl.LINEAR_MIPMAP_LINEAR, generateMipmap : true, onload : function () { ... } }; // create texture from remote image var tex = new SglTexture2D(gl, "image_url", textureOpts); /*********************************************************/ Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 18 Dealing with WebGL Objects Contstructors: SpiderGL provides easy-to-use configurable functions to create WebGL Objects Wrappers: each native handle can be wrapped by optimized high-level objects Flexibility: experienced users may want direct low-level control: obj.handle native WebGL object obj.synchronize() update state after low-level usage Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 19 Overcoming Mesh Limitations Ex.: OpenGL|ES 2.0 (and so WebGL) does not allow 32 bit vertex indices Limited to 64K vertices per chunk SpiderGL uses packed-indexed primitive stream to seamlessly allow very large meshes Mesh is automatically subdivided into sub-meshes Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 20 On the Math / Geometry Side Support CG-related linear algebra entities 2, 3, 4-dimensional vectors, 2x2, 3x3, 4x4 matrices, quaternions Two choices: operate on native JS arrays or boxing objects Standard geometric entities Planes, spheres, boxes, ... Intersection queries Transformation Stack Editable Mesh (SglMeshJS) Several (and more coming) algorithms on trimeshes Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 21 Assets, Asynchronous Fetch and UI COLLADA, OBJ, JSON (and more coming) importers Every kind of handled document can be loaded with a uniform asynchronous request interface Dynamic priority queues for multiresolution Images, 3D Models, shaders code, ... Requests can be interrupted, priority can change, transfer callbacks can be installed Special watcher object for completion of batched transfers GLUT-like interface and Interactors first-person camera, trackball, ... Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 22 What can be done with SpiderGL I’m tired up here... Let’s see some demos! http://spidergl.org/code.php Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 23 SpiderGL to Assist Content Creation Multimedia Web repositories are widespread WebGL will bring HW Accelerated 3D Graphics to WWW Lots of 3D databases Images, Video, Audio, Text, ... What about 3D Repositories? We need an effective way to deploy content to users MeShade: a content authoring tool Let’s have a look! http://spidergl.org/meshade/index.html Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 24 Conclusions SpiderGL as a Geometry processing and Visualization library Do not over-abstract graphics objects, ease the completion of common task, allow low-level access Real-time performances with WebGL with several case studies Future Work: Continuous improvements, growing set of algorithms Toward an automated process to make high-end 3D content to be available to handheld devices Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 25 Thank You! http://spidergl.org Questions? marco.dibenedetto@isti.cnr.it Di Benedetto et al. - SpiderGL: A JavaScript 3D Graphics Library for Next-Generation WWW - Web3D 2010 Los Angeles 26