The inclusion of native 3D rendering capabilities inside web browsers,as witnessed by the interest and participation in the Khronos Group'sWebGL(3) project, aims at simplifying the development of 3D for theweb. It does this by eliminating the need to create a 3D web plug-in(and requiring a non-trivial end-user download with manual installationbefore any 3D content can be viewed by the end-user).WebGL benefits by harnessing the widely used standard OpenGL ES 2.0API directly. Some background is useful here. Many graphicsprogrammers today leverage the OpenGL family of APIs that aresupported by a number of hardware drivers. OpenGL ES is increasinglyfound on a number of devices (e.g., 3D games for the iPhone aresupported via OpenGL ES). Therefore driver support is already good,and likely to continue to improve over time. In fact, OpenGL ES 2.0 willwork on the desktop though not natively supported by desktop drivers.It can be implemented on top of desktop OpenGL with some care butyou need to impose the appropriate restrictions. Google explicitlycreated project ANGLE (11) which implements a compliant OpenGL ES2.0 API on top of Microsoft’s D3D9 that browsers will most commonlyuse on Windows (12). The Khronos WebGL Working Group is motivated to specify how tobring hardware-accelerated 3D graphics to the web for a number of reasons:
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JavaScript performance has radically improved.
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JavaScript is the "defacto" programming language of the web.
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Many interesting applications are web applications.
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Cloud based application development is growing.
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New capabilities on the web should solve for the widest use case.For example, libraries such as jQuery and Dojo provideprogrammer-facing abstractions and syntactic help, so thatdevelopers rarely need to use the underlying "raw" primitives.Likewise, by providing a Shader-based API like OpenGL ES 2.0within WebGL, Khronos is solving for the widest possible numberof use cases, leaving room for new libraries to do many things,including model parsing, etc. This provides a technicalinfrastructure that benefits both business models and academicresearch models.
Motivation for COLLADA
The burden COLLADA set out to alleviate is that 3D environments aredifficult, expensive and time-consuming to create and manage.Content creation represents by far the largest budget in the cost of 3