NEWS         TESTS         INTERVIEWS         DOSSIERS         GALLERY 3D         3D SITES
 Q&A Google O3D,
May 2009
 

“I think one of the most important features of O3D balance we've struck between exposing low level functionality required for advanced graphics techniques and choosing an architecture that performs well in the browser. ”

< O3D in action

   
Q1 There have been a lot of initiatives to integrate 3D contents into web pages. Do you think that O3D will succeed where VRML, X3D, Shockwave 3D (etc.) have failed?
A1 The goals of O3D are very different from these approaches. X3D takes a very high level approach to describing 3D content. O3D takes a very low level approach of exposing graphics capabilities to developers via Javascript. Furthermore, X3D is the successor to VRML, a standard that was conceived more than 10 years ago, and is thus incompatible with a lot of functionality that a modern graphics API should provide. Google believes that the advances in graphics that have occurred since VRML/X3D were conceived warrant a redesign of a 3D API for the web.
   
Q2 O3D can import 3D assets in Collada. Why Collada files are converted into .json rather than using .zae? What are the main features of .json files in the terms of memory bandwidth and features (shaders, bones animations, etc.)?
A2 O3D does not "import" any type of asset. We have provided a sample utility that converts Collada files into JSON, and a sample Javascript library that reconstructs the model from JSON using the O3D javascript API. For more information, see our O3D Blogpost about this topic:http://o3d.blogspot.com/2009/04/why-json-rulez.html
   
Q3 O3D comes with a large set of functionalities : what kind of users are you targeting (games developers, web agency, hobbyist...)?
A3 Google decided to present O3D to the open source community to participate in the conversation on how to best address the lack of an open web standard in the 3D graphics space. Google hopes to collect valuable feedback about the needs of all types of developers (game developers, web agencies and hobbyists included!) to inform the open source community.
   
Q4 Do you plan to add an interactive 3D view in GoogleWarehouse using O3D?
A4 Like other Google developer products, the goal of O3D is to move the web platform forward. We'd love to see an interactive 3D view in 3D warehouse, but don't have anything to announce at this time.
   
Q5 Is it possible to mix 2D and 3D together? Is it possible to "map" HTML document or a video on a 3D Object?
A5 It's not currently possible to mix the two content types freely. This is one of the major downsides to being implemented as a plugin, and therefore a reason that we're excited to see 3D become a native capability of browsers instead of a plugin.
   
Q6  Is O3D easy to learn? Do you plan to develop more tools like a 3D scene editor?
A6 We designed O3D so that developers can quickly and easily get up to speed on the code and begin creating applications. However, developers who already have some experience working with OpenGL or Direct3D will feel most comfortable using O3D. We hope to see easy-to-use tools for creating O3D content, but expect these to primarily come from companies that specialize in building these tools.
   
Q7 Do you think that CAD users can take advantage of O3D to share, visualize their 3D data?
A7 Just as the web has helped users collaborate and share 2D content, we think the ability to share 3D content on the web will be enormously helpful to users who create 3D content. Imagine, for example, an architect being able to send a client a 3D model of a house, and the client being able to take a virtual walkthrough and provide feedback!
   
Q8 We have look at O3D samples and been impressed by performances (multiple clients, instancing, fractal shader...) and the quality (z-sorting for transparent faces, 2D post processing...) of the 3D engine. Could you please details some unique features that make O3D so powerful?
A8 I think one of the most important features of O3D balance we've struck between exposing low level functionality required for advanced graphics techniques and choosing an architecture that performs well in the browser.
For example, true multipass rendering is an important advanced graphics technique that is impossible in many retain-mode APIs because they use a high-level scenegraph. We provide multipass rendering by providing a retain-mode API that allows the client to specify the rendering order of the render graph. This way, the developer gets both the control of a very low-level API, but gets the performance of a retain-mode API because native code is actually running through the render-graph instead of Javascript.
   
 
  Search on 3d-test with Google
      A PROPOS DE 3D-TEST            INFORMATIONS LEGALES               LINKS              TRANSLATE WITH GOOGLE
 
© 2001-2007 3d-test, Panorama of web 3D technologies, 3d-test is edited by Westimages Realtime 3D Solution Provider