webgl

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  • WebCL scores first demos, GPU accelerated apps headed to your browser

    by 
    Terrence O'Brien
    Terrence O'Brien
    07.06.2011

    Look, WebGL is great and everything but, in the era of general-purpose GPU computing, we know our 3D chips are capable of much more than just pushing pixels. WebCL is a new standard that brings OpenCL processing to the browser, leveraging the power of your graphics card to perform complex computations. Samsung and Nokia have both released prototype plug-ins, with Sammy's running exclusively in Safari on OS X using NVIDIA chips and Nokia focusing on the 32-bit Windows version of Firefox 4 and AMD GPUs. At the moment, the young technology doesn't offer much to the average user, but demos (after the break) show just how much faster OpenCL can be than traditional JavaScript -- more than 10-times quicker on some tests. Let the countdown to Folding@Home the Web App begin -- we're starting a pool now.

  • Microsoft decides to pass on WebGL over security concerns (Update: iOS 5 supports WebGL, sort of))

    by 
    Terrence O'Brien
    Terrence O'Brien
    06.17.2011

    Well, it looks like Microsoft is taking those warnings about WebGL pretty seriously. The company has decided not to support the web-based 3D standard because it wouldn't be able to pass security muster. Highest on the list of concerns is that WebGL opens up a direct line from the internet to a system's GPU. To make matters worse, holes and bugs may crop up that are platform or video card specific, turning attempts to plug holes in its defense into a game of whack-a-mole -- with many players of varying reliability. Lastly Microsoft, like security firm Context, has found current solutions for protecting against DoS attacks rather unsatisfying. Lack of support in Internet Explorer won't necessarily kill WebGL and, as it matures, Microsoft may change its tune -- but it's still a pretty big blow for all us of hoping the next edition of Crysis would be browser-based. Update: As is usually the case Apple and the Windows folks are on opposite sides of this one. In fact, the Cupertino crew plans to bring WebGL to iOS 5 with one very strange restriction -- it will only be available to iAd developers. Now, chances are it will eventually be opened up in mobile Safari for everyone, but for the moment it seems browser-based 3D graphics will be limited to advertisements on the iPhone. Still, that's another big name throwing its support behind the burgeoning standard. [Thanks, Greg]

  • Found Footage: Rage for iOS running in WebGL

    by 
    Mike Schramm
    Mike Schramm
    05.18.2011

    The video on the next page shows a pretty mean feat of coding. Developer Brandon Jones has taken files from the iOS version of id's Rage game, which came out for iOS a little while ago, and tweaked them to display in WebGL, a library for JavaScript that can generate 3D graphics in a compatible web browser. In other words, Jones ported (some elements of) Rage for iOS to the browser. He even had John Carmack's help, getting a few hints on exactly how the file format worked and how to get it together. Understandably, Carmack also asked him not to post the art files on a public web server, so while the source code is available for developers, the demo isn't actually live for players to try out. Jones has a much longer post about the actual tech behind the demo, though it may cross your eyes if you're not that code-inclined. It's still amazing, though, and it shows that iOS might actually work well as a portal to development on other platforms. As Jones says, mobile devices often represent a crunch on available resources and performance, and that aligns perfectly with the limitations that lots of web developers are facing as games on that platform get more and more complicated. [via Waxy]

  • '3 Dreams of Black' is the trippiest WebGL interactive music video you've seen all day

    by 
    Sean Hollister
    Sean Hollister
    05.12.2011

    Perhaps you had your fill of WebGL yesterday after playing Angry Birds from dawn till dusk, but there was an even more graphically intensive Chrome browser experience unveiled at Google I/O this week: "3 Dreams of Black" by Rome. Simply put, it's an music video that runs in your browser window, starring the talents of Danger Mouse, Daniele Luppi and Norah Jones, but instead of watching Norah serenade you from a stage or set, you're thrust into dreamlike, interactive 3D worlds. It's a fantastic tech demo for WebGL and the games it might inspire... and it's also something you'll want to experience for yourself. Find it (and the copy of Chrome Canary you may need for it to run well) at the source link below.

  • WebGL flaw leaves GPU exposed to hackers

    by 
    Terrence O'Brien
    Terrence O'Brien
    05.12.2011

    Google spent a lot of time yesterday talking up WebGL, but UK security firm Context seems to think users should disable the feature because it poses a serious security threat, and the US Computer Emergency Readiness Team (CERT) is encouraging people to heed that advice. According to Context, a malicious site could pass code directly to a computer's GPU and trigger a denial of service attack or simply crash the machine. Ne'er-do-wells could also use WebGL and the Canvas element to pull image data from another domain, which could then be used as part of a more elaborate attack. Khronos, the group that organizes the standard, responded by pointing out that there is an extension available to graphics card manufacturers that can detect and protect against DoS attacks, but it did little to satisfy Context -- the firm argues that inherent flaws in the design of WebGL make it very difficult to secure. Now, we're far from experts on the intricacies of low-level hardware security but, for the moment at least, there seems to be little reason for the average user to panic. There's even a good chance that you're not vulnerable at all since WebGL won't run on many Intel and ATI graphics chips (you can check by clicking here). If you're inclined to err on the side of caution you can find instructions for disabling WebGL at the more coverage link -- but come on, living on the cutting edge wouldn't be anywhere near as fun if it didn't involve a bit of danger. [Thanks, Tony]

  • Angry Birds gets a web version, coming to Chrome Web Store

    by 
    Vlad Savov
    Vlad Savov
    05.11.2011

    Yet another platform has been conquered by the affronted fowl: the web! Angry Birds' web client is built in WebGL, so presumably browsers other than Google's Chrome should be able to run it as well, and even if you can't handle WebGL, there's Canvas support too. 60fps are promised on most modern PCs, and we've spotted SD and HD labels, suggesting there'll be a choice of quality to match your computer's performance. Offline gaming will also be available. Chrome will get some exclusive content, such as "Chrome bombs" and other cutesy bits. Rovio just noted it's "really, really happy about the 5 percent," referring to Google's pricing model of charging a flat fee of 5 percent to developers on in-app purchases in the Chrome Web Store. Yes, the Mighty Eagle will be a purchasable option for the impatient among you. The game will be available in the Store immediately after Google's I/O 2011 keynote, so look out for it shortly. Update: And the Angry Birds have landed. Hit up the source link below to obtain the free app. %Gallery-123364%

  • Visualized: Google searches around the globe

    by 
    Vlad Savov
    Vlad Savov
    05.06.2011

    You've already seen Android activations mapped around the globe over time, now how about some Google search volumes? Using WebGL and different color crayons for each language, the coders at Mountain View have put together the above Search Globe, which presents a single day's worth of Google queries in a beautiful, skyscraper-infused visualization. Jacking yourself into the source link below (your browser can handle WebGL, right?) will let you twist and turn the model world for a closer exploration of global Google use. And if you get tired of that, there's an alternative map showing world populations over 1990s -- that's available at the second link.

  • Google Chrome 9 update brings speed, WebGL, and apps

    by 
    Thomas Ricker
    Thomas Ricker
    02.04.2011

    You're probably a lot like us: more handsome and socially adept, naturally, but with a similar fear of robots and penchant for living fast and loose with pre-release developer builds. As such, the latest changes to the stable release of the Chrome browser won't be of much use to you. Nevertheless, Google's official window to the web was just injected with a speed bump, 3D WebGL graphics, Google Chrome Instant search results, and the Chrome Web Store already available in Chrome's beta channel. If nothing else, please, we beg you, do the right thing and inform the local luddite.

  • OpenGL 4.1 spec finalized, streamlines 3D graphics for web and phones

    by 
    Sean Hollister
    Sean Hollister
    07.26.2010

    Only four months after OpenGL 4.0 hit the scene, the next revision of the cross-platform graphics API is here, bearing gifts of fancier math and more cribbed DirectX 11 features. Unless you're a graphics guru, though, we doubt you'll be that interested in "64-bit floating-point component vertex shader inputs," so let's get to the meat of what you're after: impressive 3D gaming. OpenGL 4.1 promises to help deliver that to cellphones easier than ever before, by making OpenGL ES (used in iOS and Android, depending on your hardware) completely compatible with the desktop graphics version, and promises "features to improve robustness" in WebGL 3D browser acceleration as well. There's also support for stencil values in fragment shaders, but we digress -- if you understood what we just said, hit up the source and more coverage links for the rest.

  • Quake II GWT port proves HTML5 isn't just for video

    by 
    Donald Melanson
    Donald Melanson
    04.02.2010

    There's no question that HTML5 is good for more than just video, but if anything will put that misconception to rest, it's Quake II running in a browser. Apparently built by a trio of Google developers in their spare time, the Quake II GWT port uses a HTML5 canvas and WebGL for graphics acceleration (also seen demoed on the N900), which seem to get the job done remarkably well -- although it's still a long ways from running on certain non-Flash-equipped devices. Then again, this project was revealed on April 1st, but quite a few folks have already reported success in getting it up and running -- so, unless there's a global conspiracy to dash our hopes and dreams (always a possibility), it seems to be the real deal. Head on past the break to check it out in action.

  • Nokia N900 impressively demos WebGL 3D graphics

    by 
    Nilay Patel
    Nilay Patel
    12.03.2009

    We're not sure anyone out there needs any more proof that the Nokia N900 is powerhouse, but just in case you still had doubts, check this video of a WebGL-enabled Firefox build smoothly rendering some complex 3D models on Espoo's "internet tablet with phone capabilities." It's pretty impressive stuff, especially considering WebGL is still being standardized and it hasn't gotten beyond Firefox nightlies on the desktop yet. Check it after the break. [Thanks, Jouni]

  • WebKit going 3D with WebGL

    by 
    Megan Lavey-Heaton
    Megan Lavey-Heaton
    09.14.2009

    There will be a day in the not-too-distant future when playing 3D games in your browser -- without extra plugins like Flash or Unity -- will be a reality. The WebGL project, which has quickly made the blogging rounds this morning, combines aspects of HTML 5, JavaScript, and the OpenGL 3D drawing engine in an effort to create 3D graphics that appear right in your browser. Thus far, it's only beginning to show up in WebKit (the engine powering Safari and Google Chrome), but the glimpses as seen in the video above really show the power in these browsers. [Via Download Squad]