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WebGL in the real world – a short case study – Part 1

I started following WebGL a few months ago when it was in beta in several browsers.  Many creative web folks were already working with it, and some of the experiments were spectacular.  Fast forward to the present, and Google Chrome now officially supports WebGL (although your computer may not be up to it), and Google has a WebGL Experiments website.

So the experiments are fun and impressive, and I’ve even done some myself. But potential employers and clients with visualization needs were properly skeptical.  WebGL was not generally available other than in beta, Internet Explorer was not going to support it, and iOS support was not even on the horizon. Plus it ran on Javascript (considered by many to be a slow toy language not suitable for realtime graphics), and was subject to the inefficiencies of having the browser as an intermediary between the app and the metal.

I was fortunate to be contacted by a client who needed a browser based visualization solution, and was willing to fund a short “show me” pilot project.  The objective was to create a small demo that would run a typical architectural scene of 500K triangles at 30 frames per second.  A secondary objective was to fail fast – there was no point in going on if download times and interactive performance were dismal.  It would be a win for both of us regardless of the outcome – I was going to get some practical experience in real-world WebGL development, and the client would have enough data to navigate the next fork in their visualization roadmap.

Since the client’s files were in Collada DAE format, I was able to try them out in some of the existing WebGL frameworks such as GLGE and SpiderGL, which happened to have Collada import functionality and demos.  Results were mixed: on the one hand, setting up a demo for an architectural scene was relatively easy (for GLGE, I started from the Quake-style demo).  On the other hand, the scene had some quirks (such as multi-texturing with multiple UV maps per surface) that the frameworks didn’t handle.  And performance was disappointing: 3 FPS for a 500K-triangle scene in GLGE. Nevertheless, my clients seemed to be excited by the fact that their scene could be displayed in a browser at all.

GLGE is an impressive framework, and there is much to learn by browsing its source code.  It is a “how to” for a number of techniques such as shadow generation, canvas textures, collision detection, and object selection, and I will refer to it when I want to see examples of advanced techniques.  But I concluded, wrongly or rightly, that its generality was what lay behind the disappointing performance.  If your scenes are not as large as the ones I was using, it may well work well for you.  But my next step was to write a display engine that exploited the relative simplicity and predictability of my scene to get maximum performance.

An excellent place to get started in WebGL development is the Learning WebGL website, so that’s where I went, resolving to learn the basics of WebGL.  It seems these days that getting past the “Hello world” stage of learning a new technology is getting harder and harder, and that’s certainly the case for the “Hello triangle” stage of learning WebGL.  The source code for that, not including some supporting libraries, is over 200 lines of not only HTML and Javascript, but also GLSL, which is the low level language for writing shaders on the GPU (Graphics Processing Unit).  You are working on several levels, from the overall HTML page to the canvas element to the geometry and colors in the scene, and the GPU code that makes it all work on a pixel level.  Somehow all this ties together to give you a white triangle (and square) on a black background.  These tutorials are well written and deservedly popular, and probably the best place to get started.

I quickly discovered that Lesson 10 involved downloading a small scene and navigating it Doom-style, so I skipped ahead and using it as a scaffolding to build the demo, slowly replacing most of what was there.  And after a day or two I had a pseudo-architectural scene that ran 506K triangles (spread over almost 600 objects, most of them textured, some semi-transparent) at something like 26-28FPS (on my MacBookPro) .  Success!  This was certainly enough for the client to greenlight a second phase.

I think the lesson learned was that WebGL can be very fast.  After all, the triangles – once they’re in the GPU – are rendering just as fast as they would in OpenGL, modulo some canvas compositing passes in browser.  The trick is to get them down there and control the draw with minimum overhead.  And there is at least one not-so-obvious gotcha involved with using Javascript that I will discuss in Part 2.

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