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 Q&A KHRONOS Group, WEBGL
Neil Trevett
Vice President Embedded Content, NVIDIA | President, Khronos Group
Nov. 2009
 

 

“WebGL is an API NOT a plug-in! That's a crucial difference to previous approaches such as VRML and X3D. As OpenGL ES is a Khronos standard it makes perfect sense for the JavaScript binding to OpenGL ES to be defined at Khronos – and the WebGL working group is a unique collaborative forum between GPU and browser vendors to make 3D on the web a reality.”

< using WebGL to display Spore models

   
Q1 Since 1994, we have seen a lot of initiatives for bringing 3D into the web. Why does the Khronos Group want to take part of this challenge?
A1

Khronos exists to enable cross-platform, accelerated visual computing. The Web has emerged as a key application platform – and so enabling web content to directly access 3D graphics acceleration is one of the most important tasks that Khronos can be undertaking.
Also, WebGL is a direct binding to OpenGL ES 2.0 (or OpenGL 2.0 and above) from JavaScript that leverages the Canvas element in HTML 5. It’s an API NOT a plug-in! That's a crucial difference to previous approaches such as VRML and X3D. As OpenGL ES is a Khronos standard it makes perfect sense for the JavaScript binding to OpenGL ES to be defined at Khronos – and the WebGL working group is a unique collaborative forum between GPU and browser vendors to make 3D on the web a reality.
Additionally, the need for WebGL to portably access 3D functionality on both mobile devices with OpenGL ES and desktop platforms with OpenGL sets up a healthy pressure for OpenGL ES and OpenGL to cooperate to ensure that there is a common intersection of 3D functionality that is reliably available on every 3D-capable machine and device.
Finally, let me re-iterate the key ‘newness’ of WebGL. It is 3D on the web with no plug-in. WebGL makes 3D an integral part of the web itself - rather than being plugged into a rectangular window inside the web. This will enables whole new classes of 3D web usage - such as rich interfaces and navigation AS PART OF THE WEB PAGE ITSELF.

   
Q2 Do you think that being natively supported by browsers will be sufficient to become the standard for 3D on the Internet? Microsoft XAML is supported natively by Internet Explorer and Windows Vista and this technology is rarely used.
A2 The Web is about cross platform portability and open, multi-vendor standards. The thing to realize about WebGL is that this is being DRIVEN by the Browser vendors – this is not plug-in vendors trying to push something into the Web. This is the Web demanding and creating a 3D capability for itself. So if WebGL can provide ubiquitous, secure access to OpenGL ES from any web browser – I think it stands an excellent chance of becoming a widely deployed and used technology.
   
Q3 JavaScript run faster on today's browser, but will it be enough for programming a 3D game with WebGL?
A3 JavaScript performance has increased dramatically in recent Web browsers, and there is a great deal of competition amongst browser vendors to introduce even more improvements. Will you be able to run the latest generation high-end first person shooters in JavaScript? Probably not. But the browser vendors are confident that JavaScript will deliver enough performance for a wide range of games, applications and user interfaces to be enabled using WebGL.
   
Q4 Could you please give us some precision on how WebGL will interact with JavaScript, Canvas or HTML 5?
A4 WebGL is a low-level JavaScript binding to OpenGL ES 2.0, exposed through the HTML 5 Canvas element as Document Object Model interfaces. Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API, with constructs in JavaScript that are semantically similar to those of the underlying OpenGL ES 2.0 API. It stays as faithful as possible to the OpenGL ES 2.0 specification, with some concessions made to what developers expect from JavaScript. We look forward to the discovering what kind of Web applications and Web pages the intersection of OpenGL developers and Web developers will build. WebGL can also bind to OpenGL 2.0 and above for 3D acceleration on desktop platforms. OpenGL 3.2 and OpenGL ES 2.0 are increasingly close in core functionality – and the OpenGL and OpenGL ES working groups are cooperating within Khronos to ensure the two APIs don’t diverge.
   
Q5 Google O3D seems not very far from WebGL goals. Is WebGL a version of O3D natively supported by browsers?
A5 Google's O3D is an interesting technology starting with a higher level scene graph API in contrast to WebGL which provides direct access to OpenGL ES. Scene graph APIs provide opportunities for implementation optimization – but are by definition more domain specific and less general purpose than the low-level OpenGL ES functionality provided by WebGL. O3D provides scene graph abstractions in JavaScript and is currently built as a C++ plugin. We anticipate that technologies such as O3D could be built on top of WebGL, taking advantage of JavaScript performance improvements. The Web has always benefited from libraries like Dojo, jQuery, and Prototype, which provide Web developers with programmatic conveniences on top of what browsers expose. We anticipate the same thing for 3D programming on the Web.
   
Q6  Do you think that Apple, Google, Microsoft, Mozilla will support WebGL in their Browsers?
A6 All I can say is that Apple, Google, Mozilla and Opera are actively developing and promoting WebGL – and that WebGL prototypes are already appearing in open source browser builds. Microsoft is not a member of Khronos – but I would expect third parties to implement WebGL on Internet Explorer – a close analogy to hardware vendors shipping OpenGL drivers on Windows.
   
Q7 What would be the file format of WebGL? Is Collada enough optimized for being used on the Internet?
A7 There is no file format for WebGL. WebGL provides access to OpenGL ES from JavaScript – nothing more. For example, there is no support in WebGL for loading 3D models, for receiving input and interacting with the user, or for communicating over a network. However, when combined within the set of open Web standards supported by modern web browsers, all those functions can be performed in already familiar ways. WebGL adds fast 3D graphics to the open Web toolbox.
   
Q8 Apple support Collada natively into MacOS. Supporting 3D formats directly into Operating Systems : is it not "the solution" for bringing 3D everywhere?
A8

COLLADA and WebGL can be hugely synergistic and both are Khronos standards so cooperative evolution is possible. However, it is important to understand what each standard is – and is not. COLLADA is an authoring interchange format – it is NOT intended to be a run-time content delivery format. It is very likely that authoring pipelines for WebGL content will strongly leverage COLLADA – but typically 3D assets would be conditioned, compressed and perhaps streamed before delivery. It will be interesting to see if the web community determines that there is a need for a common 3D delivery format – Khronos and COLLADA could certainly help to drive that if the industry need is proven.

   
Q9  Will it be possible to display 3D graphics via WebGL on Smartphones?
A9 Yes. OpenGL ES is now the native 3D API on pretty well every smart phone operating system including Apple, Palm, RIM, Brew, Symbian, Windows Mobile and Android. If a phone supports an HTML 5 browser – WebGL can be implemented on that platform to tap into the OpenGL ES 3D capability of the OS. In fact, the realization that OpenGL and OpenGL ES capability is available on almost any 3D –capable device was one of the original inspirations for creating the WebGL API.
   
Q10 What about the relationships between Khronos Group and Web3D Consortium? Will the Web3D Consortium support WebGL?
A10 X3D and WebGL are complementary and Web3D and Khronos already have a liaison agreement over COLLADA. Khronos would welcome working with Web3D to explore how X3D might exploit WebGL – you might certainly envision JavaScript libraries that support X3D built on top of WebGL.
   
Q11 We cannot talk about 3D on the Internet without saying a word about Flash 3D emerging capabilities. What are the chances of WebGL "against" Flash?
A11 Flash is a ubiquitous part of the web – it will be widely used for a long time to come. However Flash is a plug-in – and so is very different to WebGL which enables direct access to 3D from the web page itself – each is suitable for different types of content. Flash has superb tools and a large developer community and WebGL authoring tools will be needed to enable the standard to become pervasive. Perhaps Adobe might consider one day creating tools for HTML 5 content?
   
 
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