The Future of Web3D

parakeetincurableSoftware and s/w Development

Dec 13, 2013 (3 years and 6 months ago)

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The Future of Web3D

Neil Trevett

Senior VP Market Development, 3Dlabs

President, Web3D Consortium

Chairman, Khronos Group



“The best way to predict
the future is to invent it.”

Alan Kay

What is the commercial context for our Web3D efforts?

What is the
VITAL ROLE

that Web3D can play in that industry?

How should we organize and work to best fulfill that role?

The Future?



The Rich Media Dream




The ability to merge traditional 2D
media interactively with 3D media
-
>
“Rich Media”



To be able to deliver it


securely
-

anytime, anywhere



To build this kind of dream takes
technology innovation and industry
cooperation



What are the pieces of the puzzle?



Making 3D a Part of Rich Media

CREATE Rich Media
Including 3D graphics

DELIVER Rich Media
Including 3D graphics

COMMUNICATE Rich Media

Including 3D graphics

Standards are needed to make this vision come true…



The Micro Universe of 3D Standards

OpenGL ARB

Evolving the capabilities of graphics
hardware to enable real
-
time,
interactive cinematic realism

Khronos Group

Enabling advanced 3D graphics to
be accelerated on embedded
devices


including cell phones

Web3D Consortium

Enabling the communication of real
-
time 3D content across applications,
networks and the web

CREATION

DELIVERY

COMMUNICATION

Note: not ignoring Java!

Java has a community standardization process

These technologies are used by Java applications



OpenGL 2.0 Shading Language


3D Graphics programmable hardware enables cinematic realism


OpenGL Shading Language


cross platform C
-
like language


Can create almost unlimited “shader programs”


A single VPU contains hundreds of floating point processors


It’s like a free supercomputer with every graphics board


Blurring the boundaries between CG and interactive content


“Real
-
time Toy Story” within the next 3
-
5 years

Fixed function hardware

Programmable hardware
to accelerate complex
shading algorithms

IN REAL TIME



Evolving Delivery Systems


Cell phones
-

evolving into ubiquitous, personal, media
-
capable
computing devices before our eyes

Jul’02: IDC 150M imaging phones by ‘06

Nov’02: Nokia projects 50M imaging phones in ‘03

Dec’02: ALL NTT DoCoMo 3G phones


have imaging

ARC Group Report:

Worldwide Market Analysis 2003
-
2008


To date, over 40 cellular operators worldwide have
launched mobile video services

VisionGane Report: Wireless Gaming 2002
-
2007

Currently there are around 5M wireless games users in Europe but by 2005 this
number is set to grow to an astonishing 130M

2003

Images

2004

Video

2005

3D Games

2006

Rich Media in
your hand



OpenGL ES


Embedded Graphics


Khronos has created a small
-
footprint subset of OpenGL


Created with the blessing and cooperation of the OpenGL ARB


Full functionality for 3D games


On a wide variety of platforms


including handhelds



Eliminate
Redundancy

Eliminate
Workstation
Functionality

ARB

Feedback and Ratification

Embedded

Focus

Workstation

Focus

Small footprint
e.g. 50KB
software engines



OpenGL ES 2.0

OpenGL 2.0

OpenGL ES 1.1

OpenGL ES 1.0

OpenGL ES Roadmap


Being updated every year by default


To keep pace with rapidly developing handheld platforms capabilities

OpenGL 1.3

OpenGL 1.5

Enabling software AND hardware implementations


including small
-
footprint, low
-
end fixed point platforms

Shader programmability
for embedded devices

Widely available
cross
-
platform 3D
graphics API

Full high
-
level shading language capability to
harness the power of programmable hardware

Mid
-
03

Mid
-
04

Mid
-
05

Increasing emphasis on enabling
emerging hardware with video
support and enhanced 3D pipeline



OpenGL ES


Central to Mobile 3D

C/C++
Applications

Middleware

Libraries

Games

Engines

Java

Applications

Hardware

OpenGL ES


Engines

Software

OpenGL ES
Engines

Brings advanced
2D/3D graphics to
a wide range of
platforms

“Close to the metal”
API provides
portability AND
flexibility

Usable by higher
abstraction
libraries

JSR 239

Defining official
Java Bindings to
OpenGL ES

J2ME

Usable directly by
applications

Browsers

COMMUNICATING

3D Content



The Micro Universe of 3D Standards

ARB

“Creation”

Khronos

“Delivery”

Web3D

“Communication”

Shaders

ARB

Defines how to program shaders using GLSL

Web3D

Works out how to send shaders across a network

Khronos

Figures out how your cell phone will play them



The Rich Media Universe

Integration of 3D into rich media

Seamless delivery with Video, Images Audio and 2D

Free 3D From its Rectangular Prison!


3D must be much more than “something special” in a window


3D needs to be a first
-
class media type

The 3D Universe

APIs

File formats

GPUs and VPUs

Shader Programs

Etc.

This is just the
Micro View of 3D

Macro View of 3D

BEGINNING to happen

E.g. Looking Glass and
Longhorn 3D UIs

X3D in MPEG
-
4 and XML



Web3D Consortium


The Macro View

Communicating via Broadcast

X3D is the 3D component of the MPEG
-
4
standard


tightly integrated 3D and video

MPEG

Experts in video
creation and delivery

W3C

Building the foundation
of the Worldwide Web

ISO

Creating International
Standards

Communicating via the Web

X3D defining how 3D graphics is
integrated into the 2D via XML

Communicating into the Future

A stable and long
-
lived standards foundation
for companies to build their future upon

Web3D has cooperative
agreements with other key
standards bodies to promote
3D solutions to the wider
industry



Communicating 3D is our
Vital Role

“Open Standards to enable the communication
of real
-
time 3D across networks

and XML
-
based web services”

Between
applications

Between
systems



Communicable 3D


Death by 1,000 Apps


Web3D does not have a killer application


But many, diverse uses across different market segments


Communicatin
g 3D in
CAD

Markets

Communicatin
g 3D in
GIS

Markets

Communicating 3D
in
Broadcast

Markets

Communicating
3D in
Medical

Markets

Communicating
3D in
VizSim

Markets

Communicatin
g 3D in
AEC

Markets

Collectively all the segments together form
a commercial critical mass

No single market segment has enough
demand for 3D communications to create
commercial critical mass

Need TRANS
-
SEGMENT STANDARDS to
amortize the cost of developing 3D
communication solutions across ALL
segments

Proprietary Web3D solutions typically
fail as they address only one segment


and don’t find enough customers

Games are not the killer app


although a $30Bn
industry


most games are 3D apps that
communicate


they don’t communicate 3D



X3D


a Trans
-
Segment Standard

Markets that need to communicate 3D

Vertical Working Groups use X3D to
vertical market
SOLUTIONS

The X3D Working Group defines a
foundation
TECHNOLOGY

An extensible, adaptable foundation standard

CAD

Medical

VizSim

Broadcast

GIS



Cross Segment Synergy


Vertical focus is key to enable market segments


But a cross
-
segment ecosystem will begin to form to the benefit of all


Communicatin
g 3D in
CAD

Markets

Communicatin
g 3D in
GIS

Markets

Communicating 3D
in
Broadcast

Markets

Communicating
3D in
Medical

Markets

Communicating
3D in
VizSim

Markets

Communicatin
g 3D in
AEC

Markets

Detailed segment solutions can cross
-
fertilize other segments due to the use of
a common foundation technology


X3D

E.g. CAD, H
-
anim, GIS, AEC
solutions are interoperable for
advanced 3D applications



Consortium 3.0


In Construction

Strongly focused on
developing foundation
technologies

-

and creating
vertical segment
solutions

A clear focus and
message: what we do
and where we fit

Wide industry
participation with clear
benefits and low barrier
to entry

State
-
of
-
the
-
art Participation
Framework with solid IP policy
to protect members and the
standards they produce

Strong
Commercial

Focus

To effectively play our role in the larger industry:

Enabling the communication of interactive 3D



Adopter

Packages

Consortium Participation Model

Promoters

Contributors

Adopters

Ratified

Specifications

Members

Individuals


ISO

Implementers

Can stand for election to the Board.
Participate in Working Groups.

Early access to specification drafts

Individual rights PLUS vote in Working
Groups and vote on bylaws changes

Example & sample

implementations,
Conformance Tests etc.
Fee for access


waived for
members.

Anyone can download specification and
implement royalty
-
free products

Conforming products
can use trademark

Openly and publicly
distributed


free of charge

Contributor rights PLUS
guaranteed seat on the Board

Any organization or individual can join.
All work is done in WORKING GROUPS:
WGs Produce Final Specifications and
other products. WGs open to ANY member.
All work
-
in
-
progress is Confidential to the
membership

The Board decides on strategy: what
Working Groups, how spend the budget,
ratification of Final Specifications,
sending ratified specifications to ISO

Selected standards are
entered into the ISO process



Conclusions


Rich Media integration of 3D is a significant commercial opportunity


For both hardware and software communities


“Communicating 3D” is Web3D’s vital role in this vision


X3D
-

and its application to vertical market segments
-

is critical


Web3D is enhancing its commercial focus to ensure it plays its role effectively


Industry participation is vital


Web3D Membership is open to all


and beneficial to its members


Get involved in making the standards we all need!


(And get the inside track advantage on your competitors)



www.web3d.org