[Fiware-miwi] 3D UI: what should we use for rendering, and why?

Tomi Sarni tomi.sarni at cyberlightning.com
Mon Sep 30 07:12:22 CEST 2013


Although i am not really working on rendering in FI-WARE GEs I feel Toni
builds a strong case here. Please have a look at GitHubs,

https://github.com/mrdoob/three.js
https://github.com/xml3d/xml3d.js/

Other one has 5 contributors and other 200.

just my 5 cents


On Sun, Sep 29, 2013 at 10:22 AM, Toni Alatalo <toni at playsign.net> wrote:

> There is nothing up from the DFKI side for the 3D GE specs yet so I don't
> know whether those texts will address this. However,  I think it is time to
> raise this important question regarding the 3D UI Epic: what tech should we
> use for rendering, and why? If the GE spec texts answer this, great, as
> then we have both the question and the answer.
>
> I know Philipp already once stated that he does not even want to discuss
> this as XML3d was defined in the proposal. This is a misunderstanding due
> to the fact that XML3d means two things: The proposal defined the 1. spec,
> the XML schema and the way of DOM integration, over e.g. X3D and X3DOM or
> TXML. The proposals from all stages explicitly define how the 2. rendering
> technology is to be investigated -- that’s why we had the discussions in
> Winterthur about for example whether it would work to use Three for
> rendering within the XML3d.js framework etc. This was also made explicit in
> the architecture diagram that we delivered in the negotiation phase in
> spring.
>
> My main point here is: no matter what tech we decide to use, we must have
> a solid explicit rationale for choosing it. When a realXtend user asks me
> why we chose that particular tech I want to be able to explain it clearly
> and even point to a design rationale document with more details. It is such
> an important decision in this very important project so we can’t just
> overlook it and go with something.
>
> Regarding the goals of FI-WARE, in my understanding, this is a business
> decision. That is: the purpose of FI-WARE is to boost Internet application
> business, and the evaluation criteria is the rate and success in adoption
> by developers. If someone knows a useful framework for business decision
> evaluation or has experience in doing this kind of analysis, please do
> tell. I’m only formally educated in tech (and humanities) and just a
> self-taught businessman (though for 19 years already :)
>
> My simple view from a business perspective is this: when targeting
> business use, it helps to start the use as soon as possible. This way you
> get developers and even end users involved right in the beginning, get
> feedback of how things work for them and can continue development in a more
> informed manner. Community is born and knowledge about your offering starts
> to spread. Ideally other platform developers join you in the effort or
> start developing their own related product so you start getting an economy
> with multiple parties etc. (I've heard of the the term time-to-market,
> probably means something at least close to this).
>
> To end this post, where the aim is only to rise the question and not have
> answers yet, a concrete example about the situation we have here right now:
> The Oulu3DLive city model is now being prepared for first launch. With some
> simple applications that hopefully are already useful for the citizens. The
> Oulu3DInfra-project on the University of Oulu side got a grant (800k€ for
> 2013-2014) for the modeling and city-specific applications. There we have
> -- together with the Oulu3d Ltd. company which the city chose to operate
> the service and develop it into a business -- decided to target already the
> first major public launch with the Web client to not require the masses to
> install Tundra or anything. The Infra-project knows about FI-WARE and, I
> think rightfully, expects MIWI to deliver a functional Web client and the
> whole platform for the launch.
>
> So where are we with the tech on the FI-WARE side? The first rendering
> test with the old optimized 9-blocks model has been made both with XML3d.js
> in Three.JS (linked from the reqs/use cases doc). Both load and show the
> geometry OK. XML3d.js misses most of the textures, I think because they are
> not in a compressed format so they won’t fit memory? The Three.JS version
> shows all the textures from the desktop-gpu friendly compressed data from
> DDS files. XML3d folks have already described how they plan to add support
> for compressed textures and how it should be easy enough.
>
> So one way forward would be to work on improvements to XML3d.js:
> compressed texture use, shadows (discussed in Winterthur), what else is
> missing?
>
> But how would that make sense businesswise? As with Three.JS we already
> have all that working and a successful test has been online for weeks now
> so that the potential platform users (e.g. app developers e.g. at Oulu3d
> Ltd. and university) have been able to verify that it works etc. Why would
> we go back, instead of continuing forward to meet new challenges? For
> example the culling / resource management that the extended model (>30
> blocks heavily textured) will require and probably there are other things
> too. It would be nice to have a first solution for that scalability
> challenge in a few weeks already. It does not require novel research, I
> think, as dealing with complex scenes is already well known in the
> literature.
>
> Please don’t get me wrong: I don’t have anything against XML3d.js. If
> there are good reasons to use it -- for example better performance, a good
> architecture that facilitates scalability for large complex scenes well,
> and a great API for app development -- that’s great! It then solves
> business problems for us and makes good sense. I just want to point out
> that we should know that explicitly, and am willing to work on this
> analysis if we figure it’s useful (the reqs & use cases doc already gives
> some ground for this effort too). Ease of XFlow integration is an important
> point in my understanding: for example if an app dev uses XFlow to declare
> a generated GLSL shader, is it then easy to use that with whatever
> renderer, or much more straightforward with XML3d.js?
>
> ~Toni
>
> P.S. I’m not discussing the declarative authoring & the scene
> serialization formats etc. here as, like mentioned above, that was settled
> to begin with in favour of XML3d.
>
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