Next-Generation 3D Graphics on the Web (Google I/O ’19)

Next-Generation 3D Graphics on the Web (Google I/O ’19)


45 comments

  1. I am watching this video just for Ricardo. I have been his fan since I saw his work on animating Google search home page years back.

  2. 21:56 "This is gonna be pretty far from DOM manipulation like React or amazing web features like CORS headers, so please bear with me" 🤣

  3. Exciting times !

    Just wanted to add that there is also React Fiber based project for Babylon: https://github.com/brianzinn/react-babylonjs

    Anything we can do to get WebGPU Canary builds faster for Win/Linux? I currently only have an ancient Mac Air (though it does have a GeForce card)

  4. Chrome support for webGPU – love it! In Canary w/flags, the demos work today. I've been using WebGL since 2012, so this is pretty exciting

  5. A brilliant overview. Admire Ricardo and Corentin's perspectives. Memory transfer and top level computations have always been GPU bottlenecks and I was impressed with how well shared memory with WebGPU was illustrated.

  6. Happy shock and tons of awe coming out from this video. Some links to help you find out more:

    https://webgpu.io
    https://en.wikipedia.org/wiki/WebGPU
    https://www.w3.org/community/gpu/
    https://twitter.com/hashtag/webgpu

  7. This is a great overview and I learned a lot. It seems like the new Web GPU is going to have some really great features that will be worth learning about. That said, this is a great juncture to ask: Are there any plans to support upcoming technology like ray tracing? Also, will the new compute shaders support dedicated hardware, like tensor cores?

  8. WebGPU looks much much more pleasant to write than Vulkan. Not having to fill out dozens of structs before you even get to write the first shader is nice.

  9. Does Google oppose to develop WebGL 2.0 standard?
    https://www.khronos.org/registry/webgl/specs/latest/2.0/

  10. 19:09 36 fps – 0.04 CPU ms. This looks like 36 frame rate limitation. Is it the case in Browser? Browsers are limited to 60 FPS, not 36. There should be:
    60 fps – 0.04/0.06 CPU ms, otherwise the values were faked

  11. Looks cool.
    but in the end its just another way to slow a webpage back down again.
    If i wanted to sit and wait for stuff to appear letter by letter or pixel by pixel, I would jump in my time-machine and go back to the days of the modem.
    I'm so sick of kids who didn't have to suffer trough the slow times, who insist on bringing them back.

  12. Do I understand correctly that instead of enhancing WebGL performance there will be totally new API for very similar thing?

  13. Lol people complaining about fps of the demos this technology is not ready yet it will get better over time.

  14. "We must find a way to combine WebGL and HTML"? I don't like this kind of unjustified statements… I think it is important to communicate the reasons, if there are any — my suspicion being that there isn't one.

  15. Dont sign up for any gugle product or service. They will use to scrape your data and profit from your content

  16. I'm amazed by these awesome WebGL demos. But wait for it, they say, we are developing a totally new API called WebGPU. Then I take a look at the GitHub repo, Maybe now it's too early to access. maybe five years later it will be okay.

  17. Hi everyone! I'm a web designer student and I'm considering to make 3D web games. I'm currently learning HTML,CSS and JavaScript and later I'll start to use Babylon.js. Is there any other thing really important I need to learn pls?

  18. HOLD THE PHONE. I've been looking how to do AR for the web on mobile for like forever and it seemed to not possible or be a big big pain so now with the model viewer + quicklook we ALL SET. Bless

  19. can someone please suggest form where to start webgl by my own ?
    Any beginner resources will be very helpful.

  20. I tried various search parameters including "consumer 3d graphics 2019 -printers" and still got this video at the top of the list. This had better be good Google…

  21. Unless I'm missing something, (entirely possible,) I suspect there is an error in the code:
    15:50 The first vertex should be (0.0, 0.5, 0.0) & not (0.25, 0.5, 0.0). Same goes for the WebGPU version. Not a bug, just cosmetic.

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