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Showing posts from 2016

Webrender 1.0

AR on the Web

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Because of the presence of Pokémon Go, lots of people start to discuss the possibility of AR (augmented reality) on the Web. Thanks for Jerome Etienne's slides, it brings me some idea to make this AR demo.

First of all, it is based on three.js and js-aruco. three.js is a WebGL framework that helps us construct and load 3D models. js-aruco is Javascript version of ArUco that is a minimal library for Augmented Reality applications based on OpenCV. These two project make it is possible to implement a Web AR proof of concept.

Then, I would like to introduce how to implement this demo. First, we need to use navigator.getUserMedia to give us the video stream from our webcam. This function is not supported on all browser vendors. Please take a look at the status.
http://caniuse.com/#feat=stream

navigator.getUserMedia = ( navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGet…

How to setup RustDT

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RustDT is the IDE for Rust. If you are a guy like me who need a IDE for learning language and developing efficiently, you must have a try on RustDT(https://github.com/RustDT/RustDT/blob/latest/documentation/UserGuide.md#user-guide)

Enable code complete.















Here you go!

WebGL/VR on Worker thread

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WebGL on main thread


As before. Developing a WebGL application, the only approach is put all the stuff at the main thread. But it would definitely bring some limitations for the performance. As the above picture shows, in a 3D game, it might need to do lots of stuff in a update frame. For example, updating the transformation of 3D objects, visibility culling, AI, network, and physics, etc. Then, we finally can hand over it to the render process for executing WebGL functions.

If we expect it could done all things in the V-Sync time (16 ms), it would be a challenge for developers. Therefore, people look forward if there is another way to share the performance bottleneck to other threads. WebGL on worker thread is happened under this situation. But, please don't consider anything put into WebWorker would resolve your problems totally. It will bring us some new challenge as well. Following, I would like to tell you how to use WebGL on worker to increase the performance and give you a …

Introduction to A-Frame

A-Frame is a WebVR framework for developers to make their VR content rapidly. It is based on Entity-Component system. So, it could bring us flexibility and usability for developing.

This is my slide for the sharing in WebGL Meetup Taipei #03.

Introduction to A-Frame from Daosheng Mu