Slashdot Mirror


Why Hasn't 3D Taken Off For the Web?

First time accepted submitter clockwise_music writes "With HTML5 we're closer to the point where a browser can do almost everything that a native app can do. The final frontier is 3D, but WebGL isn't even part of the HTML5 standard, Microsoft refuses to support it, Apple wants to push their native apps and it's not supported in the Android mobile browser. Flash used to be an option but Adobe have dropped mobile support. To reach most people you'd have to learn Javascript, WebGL and Three.js/Scene.js for Chrome/Firefox, then you'd have to learn Actionscript + Flash for the Microsofties, then learn Objective-C for the apple fanboys, then learn Java to write a native app for Android. When will 3D finally become available for all? Do you think it's inevitable or will it never see the light of day?"

320 comments

  1. Underlying structure versus pretty pictures. by hessian · · Score: 5, Insightful

    I suffered through the VRML list back in the day when people first wanted to make 3D cyberspace.

    There's a conflict: you either model 3D functional worlds, or the underlying structure, or you create a language which can draw things in 3D.

    The problem with the latter is that it's not stand alone, but requires people to come up with an intersection of code, resources and aesthetics.

    What people actually need is the former, which is the ability to create functional 3D models and describe them in a language like HTML, and have the browser itself create an interactive world from that.

    1. Re:Underlying structure versus pretty pictures. by DKlineburg · · Score: 4, Interesting

      I guess you might be stating my opinion; but my thought is why? What is the 3d web going to give me that 2d doesn't?

      --
      Memory is deceptive because it is colored by today's events. - Albert Einstein
    2. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      We don't *need* it at all...

      And this answers the article question, too.

    3. Re:Underlying structure versus pretty pictures. by ButchDeLoria · · Score: 5, Funny

      A replacement for Unity.

    4. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      In my case, it'd give me headaches.

      A plus for some people who clearly aren't me.

    5. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 1, Informative

      I guess you might be stating my opinion; but my thought is why? What is the 3d web going to give me that 2d doesn't?

      Precisely one more D. More D's are better, just like GB's and WiFi's. And let us not forget 11.

    6. Re:Underlying structure versus pretty pictures. by leuk_he · · Score: 1

      There is a simple answer: Everything 3d you do now 3d on the desktop:
      -Gaming. That is gaming without download a game client, natively in the browser.
      -Fancy moving windows/text boxes arround. Like unity. Not because is is required to do your work, but it looks nice.
      -Everything that now needs some kind of download.

      Webgl seems the ony option. Maybe a simpler version might be required that can be implemented safely. But even then it is far away from using at every platform.

    7. Re:Underlying structure versus pretty pictures. by thomasw_lrd · · Score: 4, Informative

      Better porn.

      Which is of course the answer to any question about when will the web have X? When the porn industry wants to make more money.

    8. Re:Underlying structure versus pretty pictures. by methano · · Score: 3, Insightful

      The whole bunch of people who think about graphics on the web are always behind. The underlying framework for 2D (.svg etc.) is just now being developed and embraced. Back in the 90's when we really could have used such things due to such low bandwidth availability, we were bit mapping everything.

      Apple understood this back in 1984 when they did all the primitive stuff in ROM. But as Apple faded and MS took over in the early 90's, intelligent graphics for the masses went missing. MS even killed a Mac graphics capable database (FoxBase) by buying it and taking out it's graphics capabilities. 3D? not likely anytime soon.

    9. Re:Underlying structure versus pretty pictures. by Joce640k · · Score: 1

      I guess you might be stating my opinion; but my thought is why? What is the 3d web going to give me that 2d doesn't?

      I've been around 3D for decades and I still don't know what people are imagining when they say "3D web!!"

      (and AFAICT the people want it most are all stoners...)

      --
      No sig today...
    10. Re:Underlying structure versus pretty pictures. by TheGavster · · Score: 3, Interesting

      You're still downloading the game and resources, it's just disguised as the startup being painfully laggy, with the added fun of having to download it all again if you want to play on another machine or your browser decides to clean house.

      --
      "Because Science" is one step from "Because old book". Try "Because of my experiment testing my falsifiable assertion".
    11. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 1

      but do you really need more than DD's?

    12. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      As far as information content is concerned, the answer is of course, nothing. Consider that the same argument can be given about 2D graphics versus plain text. Humans prefer what they consider a more pleasant experience. I played with 3D myself perhaps 10 years ago. I saw some rudimentary but cool things, things that I said, "hey, come look at this", to people. Unfortunately, given the accurate reasons already given by the samzenpus, it would currently be a waste of anyone's time.

    13. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      DD ought to be enough for everyone

    14. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      try using MATE.

    15. Re:Underlying structure versus pretty pictures. by MightyYar · · Score: 3, Informative

      Well, that's exactly what a Flash game does. It's self-limiting... games can only get as big as some current threshold for network speeds.

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    16. Re:Underlying structure versus pretty pictures. by fuzzyfuzzyfungus · · Score: 4, Interesting

      I guess you might be stating my opinion; but my thought is why? What is the 3d web going to give me that 2d doesn't?

      It might be helpful to consider an analogy: "What is the 3d desktop going to give me that 2d doesn't?".

      The first stab at '3d web', the ghastly VRML horror, is very similar in spirit to the various abortive attempts at creating '3d desktop' graphical shells. As it turns out, this is an area where you are lucky to break even with what you are trying to replace, and epic failure is the rule. Such attempts have largely died, and deserved it.

      'WebGL'(as its name suggests) is much more closely aligned to '3d desktop' in the sense of 'people writing programs for this platform can expect OpenGL and/or Direct3d to be available to their programs if they want it'. This has proven to be enormously useful: lots of applications are simply impossible in anything approaching real time on affordable hardware with a pure-software render path, and the bad old days of having one variant for 3dfx/Glide, one for software, one for openGL, and possibly one or two others for oddball losers like 'S3 METAL'.

      If you fundamentally don't like this 'web-app' stuff, you won't like it any more once OpenGL ES is given javascript hooks and set loose upon the world. However, the ability to deploy as 'web-apps' applications that require 3d capabilities has the same basic set of use cases as deploying 3d applications as native binaries.

    17. Re:Underlying structure versus pretty pictures. by packman · · Score: 1

      The problem with simply displaying 3D models is that it is not flexible. Right now, there are working ports of Quake to WebGL, you wouldn't be able to do that with if you limited yourself to providing a default engine.

      What I would expect to happen is that since Javascript right now can handle binary data, that some sort of 'generic' 3D engine in javascript would pop up for the "simple" stuff like you describe, able to read multiple binary file formats, like Blender, 3DMax, .. files. Think jquery for 3D, simplifying the displaying of simple, generic, 90% of the time good enough 3D worlds. And then you would still have the possibility to do crazy self-written 3D engines on top of raw WebGL - allowing awesome creativity. One engine that fits all is not really realistic... The Unreal engine seems to pull it off rather well, but that's a huge complex beast.

      I think the major turning point could be when the dominating mobile browsers (read: webkit) adopt WebGL and have decent performance, I think things could change. The original iPhone's view was "all apps are on the web", and now comes a bit closer. I don't believe these would actually replace native apps any time soon, certainly since both Apple and Google now invested too much in their app-stores and native development kit, but a lot of these "native" apps already are simple embedded web-views wrapped in a tiny native application, and this could then easily expand to games.

      The issue here at hand is, the major market for 3D is games. You won't see a fully-featured professional 3D modelling/rendering application any time soon as web-apps, even if WebGL would be succesfull. Games right now, are dominated by Microsoft's DirectX, on which they bet big, and actually won (for the time being). They dominated OpenGL for the last decade with only a few exceptions (the Quake engine being one) and will be reluctant to adopt WebGL. Right now however, Valve is betting on Linux and Mac, and the latter in general is gaining grounds in normal households, which means these are OpenGL-only machines. Yes game devs can use Wine libraries to translate DX calls to OpenGL, but this always has its downsides. Also, all mobile development, where the majority of new games are developed, is dominated by OpenGL (ES). Point is, from now on, DirectX will only lose ground. Maybe some day, Microsoft will be forced to adopt WebGL..

    18. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 1

      3D interfaces make use of your notion of distance to allow you to see much larger groups of things and understand where they are. Your brain has huge subsystems designed for overview scans, if there is any sort of sane order you'll be able to understand thousands of controls if they are presented to you in a 3D interface. That allows for very complex software.

      For example go to the bottom of http://www.huffingtonpost.com/ and click on the links: politics, style... and see how you have no idea where anything is. Do that with a 3D interface and they could present tens of thousands of stories to you in a way that you would in some vague sense be aware of them.

    19. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      It might be helpful to consider an analogy: "What is the 3d desktop going to give me that 2d doesn't?".

      So the answer is: Nothing of value.

    20. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 1

      Back in the early 1990s, complex vector graphics frequently didn't resolve to screen graphics in real time. You may be forgetting how much slower CPUs were.

    21. Re:Underlying structure versus pretty pictures. by jandersen · · Score: 2

      Which is of course the answer to any question about when will the web have X? When the porn industry wants to make more money.

      Nonsense. Just for one thing, the porn industry is struggling desperately, so they must by necessity be looking for more money.

      The reason the internet exists, and the reason it is successful now, is that it makes it easy to exchange information; whether it is mindless tripe or useful is another matter, of course. Information is either written - which is 1 dimensional - or visual, which is 2 dimensional because that is what our eyes are made for. 3 dimensional vision is only an illusion, something of an afterthought in evolutionary terms, and it doesn't really add much extra to our perception and understanding of information.

      They've tried 3D cinema for decades already, and as the most recent attempts have shown - again - it arouses a bit of interest for a short while, then fades away. The necessary technology is expensive and cumbersome, and the benefits are modest - so why do it, really?

    22. Re:Underlying structure versus pretty pictures. by bmcage · · Score: 1

      I've been around 3D for decades and I still don't know what people are imagining when they say "3D web!!"

      (and AFAICT the people want it most are all stoners...)

      Well, by example: tinkercad

    23. Re:Underlying structure versus pretty pictures. by bmcage · · Score: 1

      Sorry, the quote went missing somewhere ...

    24. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 2, Interesting

      MS did graphics correctly by offloading vector and character rendering to the video card. That way you could upgrade graphics with a new video card. The early 90s were dominated by these 2d chips like S3 that let Win3.1 run circles around Macs despite MacOS's advantages.

    25. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      Better porn.

      Which is of course the answer to any question about when will the web have X? When the porn industry wants to make more money.

      I think the porn industry is more interested in XXX than X.

    26. Re:Underlying structure versus pretty pictures. by Bert64 · · Score: 1

      Although you always get the latest version, which is quite a good thing in these days of "release early, patch often"...

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    27. Re:Underlying structure versus pretty pictures. by TheRealMindChild · · Score: 1

      How is the porn industry struggling? There will never be a possibility that there won't be people willing to make porn... in multitudes. As a consumer, that seems pretty successful to me

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    28. Re:Underlying structure versus pretty pictures. by samkass · · Score: 2

      Back in the early 1990s, complex vector graphics frequently didn't resolve to screen graphics in real time. You may be forgetting how much slower CPUs were.

      Funny, NeXTstep seemed pretty real time to me.

      --
      E pluribus unum
    29. Re:Underlying structure versus pretty pictures. by UnknownSoldier · · Score: 5, Insightful

      > What is the 3d web going to give me that 2d doesn't?

      At the risk of getting down modded: your thinking is the typical two dimensional can't-think-outside-the-proverbial-box. 3D has a time and a place for certain interactive and educational applications.

      To put things into perspective.
      http://workshop.chromeexperiments.com/stars/

      For teaching about the science of waves, caustics, etc.
      http://madebyevan.com/webgl-water/

      For people to explore creativity without needing an over-priced program
      http://derschmale.com/demo/farbe/watercolour/FarbeWaterColour.html

      For rapid prototyping and fun playing around with shaders
      http://www.iquilezles.org/apps/shadertoy/

      Just because _you_ can't see a need or use for it does not imply it is useless for everyone else.

    30. Re:Underlying structure versus pretty pictures. by ArsonSmith · · Score: 1

      Our perception may very well be faked 3d but our our interaction and imagined corporeal consideration of the universe is most definitely 3d.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    31. Re:Underlying structure versus pretty pictures. by tehcyder · · Score: 1

      I guess you might be stating my opinion; but my thought is why? What is the 3d web going to give me that 2d doesn't?

      3D porn, obviously.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    32. Re:Underlying structure versus pretty pictures. by drinkypoo · · Score: 1

      Funny, NeXTstep seemed pretty real time to me.

      But how many vectors was it capable of transforming per second, etc etc, compared to today?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    33. Re:Underlying structure versus pretty pictures. by mwvdlee · · Score: 1

      The problem with the former is that it has limited functionality.
      Scenegraph can be handled in Javascript.
      VRML and the like have the problem that most high-level abstractions have; they make the simple things easier and the difficult things impossible.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    34. Re:Underlying structure versus pretty pictures. by tehcyder · · Score: 4, Insightful

      How is the porn industry struggling? There will never be a possibility that there won't be people willing to make porn... in multitudes. As a consumer, that seems pretty successful to me

      The problem the porn industry has is that you don['t need to be in the porn industry to make porn any more. Also, as there is more free porn on the internet than you can ever do more than skim through, the number of people willing to pay for porn must be pretty small nowadays.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    35. Re:Underlying structure versus pretty pictures. by craigminah · · Score: 2

      Cinnamon is really good and illustrates the difference between Ubuntu and Mint: Ubuntu gives you what Ubuntu thinks you want, Mint gives you what you ask for. (Mate is pretty good as well)

    36. Re:Underlying structure versus pretty pictures. by julesh · · Score: 2

      Funny, NeXTstep seemed pretty real time to me.

      It's amazing how much performance you get when you spend a quarter of the national median annual salary on a single workstation.

    37. Re:Underlying structure versus pretty pictures. by DKlineburg · · Score: 1

      I would up mod you. So far, while porn jokes were humorous, you are the only one who has given me a good answer. I guess you are right. For a lot of things, it won't be useful. For some, you can. Maybe I'm worried that everyone will want a 3d page, even when it is of no use to those people. Someone above mentioned 3d news. Help me if news does that. Can you think how they would abuse the ad space? And, no I'm not closed minded, I just didn't see a use until someone with a decent explanation laid some out. :) I can see science in 3D now. THAT would be worth it. I guess maps in 3D, History places in 3D. Ok, just make sure the whole web doesn't use it for now reason (flash, cough, cough.)

      --
      Memory is deceptive because it is colored by today's events. - Albert Einstein
    38. Re:Underlying structure versus pretty pictures. by Jmc23 · · Score: 1

      Maybe consumers are realizing just how disgusting and fake implants look and the horrid way in which they move and so consumers are flocking to free, non-'enhanced' amateurs?

      --
      Don't complain about syntax, grammar, or spelling. There is no.hell like input on android.
    39. Re:Underlying structure versus pretty pictures. by Jmc23 · · Score: 1

      Only if your perception is 3d. I didn't get full immersive 3d vision until last year, and believe me the world is a strange place in 2d, nothing is flat. 2d certainly made have an eidetic memory easy, not so good for recognizing faces though.

      --
      Don't complain about syntax, grammar, or spelling. There is no.hell like input on android.
    40. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 2

      NeXTStep was and so were the SGIs which were even cooler on graphics and video. The Suns weren't half bad either. The workstation class computers of the late 80's and early 90's had the hardware that would go into desktops much later. Arguably Apple's focus for developing the video, audio, animation capacity was creating cheaper more mainstream versions of SGI technology. And just as you can compare today's high end smartphones to late 90's early 2000s computers, but not 2013 computers you can compare workstations 1988-1994 to computers

      1990 style NeXT would be something on the computer order of:

      Pentium 1 - 75 mhz
      with good quality video and sound card
      32 mb ram
      dual SCSI drive, 2 g.

      That would have been an expensive x86 computer even in 1994. Lets call it a general purpose desktop around 1997 when the MMX pentiums came out.

    41. Re:Underlying structure versus pretty pictures. by amiga3D · · Score: 1

      You're average club has plenty of live action porn nowadays. I haven't seen any actual penetration but everything right up to that is available for your viewing pleasure.

    42. Re:Underlying structure versus pretty pictures. by Cabriel · · Score: 1

      It isn't a "can't-think-outside-the-proverbial-box" problem. It's a "3D-brings-nothing-we-care-about" problem. Get over yourself.

    43. Re:Underlying structure versus pretty pictures. by Spiridios · · Score: 4, Insightful

      You're still downloading the game and resources, it's just disguised as the startup being painfully laggy, with the added fun of having to download it all again if you want to play on another machine or your browser decides to clean house.

      But for the casual gamer, it means going to some website and just playing a game. A "downloaded" game, requires the casual gamer to worry about things like where to save the installer, scanning the installer for evil viruses, running the installer, answering questions like "where to install" and "next". Why do you think Windows and Mac are moving to an app store model? Sure, there's profit, but there wouldn't be any profit if people thought they were no more convenient than downloading from random websites.

    44. Re:Underlying structure versus pretty pictures. by fbobraga · · Score: 1

      We're Sorry.

      Tinkercad uses WebGL, a new standard for 3D on the Web.

      Unfortunately your operating system does not support WebGL.
      The following operating systems are known to work well with Tinkercad:

      Microsoft Windows Vista or newer
      Apple OS X 10.6 or newer

      Tinkercad Forums
      Tinkercad Knowledge Base & FAQ

    45. Re:Underlying structure versus pretty pictures. by fatphil · · Score: 1

      The first time I encountered the 3D web, back in about 1995, as VRML, it was in the context of porn. They'd classily arranged the porn images as you would in an art gallery, so they you actually had to move in 3-space in this virtual world in order to go from image to image. The novelty wore off somewhere between seeing the 2nd image get closer and squaring my view up so that it wasn't wonky. Anyone who thinks that was in any way a better user experience than just slapping the space bar, or clicking a mouse button, is a retard.

      --
      Also FatPhil on SoylentNews, id 863
    46. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 1

      LOL. If there's one thing the porn industry has learned, the customers don't care about production values.

      And 3D artists are a lot more expensive than 19 year old methheads.

    47. Re:Underlying structure versus pretty pictures. by DaveGod · · Score: 1

      Interesting examples, but when someone asks a question it is illogical to respond in a manner that condemns him for being wrong and folly to do so with disdain.

    48. Re:Underlying structure versus pretty pictures. by Solandri · · Score: 1

      No, Apple did the primitive stuff in ROM in 1984 because ROM was much cheaper than RAM. In fact everyone did the same thing. The stereotypical 40 column (or 80 column) text displays from those days didn't actually draw characters. The instructions for drawing the individual characters were actually stored in the video card's ROM. The "display" was just a 40x24 or 80x24 grid of bytes, each one coding which character was to be drawn in sequence. The computer would tell the video card what character was supposed to be in each grid block, and the video card would run the ROM routine to draw the character at that location, then move on to the next block until the entire screen was drawn. Then next screen refresh cycle it would do it all over again. That way instead of having to store all the pixels of the entire rendered screen in RAM, you only had to store the characters in RAM, and instructions for drawing each character in ROM.

      That's why the first Mac was monochrome despite having only a 512x342 fully addressable display. By making it monochrome, the graphical display only needed a bit less than 22 kB of video RAM. If they'd tried to make it, say, 8-bit 256 colors, it would've needed 171 kB of video RAM. The Mac only came with 128 kB of system RAM.

      The same problem has plagued 3D til now. An 80x24 display only had 1920 characters. Going to a fully addressable 2D screen required about a thousand-fold increase in cost-effective storage space. Going to fully addressable 3D again required about a thousand-fold increase in cost-effective storage. A modest 1024^3 array of voxels in 24-bit color requires 3GB of RAM. A memory amount which has only become realistic in recent years. Up til now we've been doing the same ROM trick to make do with less RAM by calculating 3D graphics in vector form, then projecting the final results onto a fully-addressable 2D raster screen. The people who were doing this weren't behind. The hardware was, and they were just making do with the best hardware that was widely available.

      That said, mathematically, going from 1D (a string of 1920 characters) to 2D is very different than going from 2D to 3D. All sorts of limits and convergences change. So I'm not entirely sure a fully addressable 3D array is the best solution for a 3D display. The current vector tricks may continue to be optimal.

    49. Re:Underlying structure versus pretty pictures. by spiritplumber · · Score: 1

      If you have big hands, yes.

      --
      Liberty - Security - Laziness - Pick any two.
    50. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      3D has a time and a place for certain interactive and educational applications.

      Indeed, in your in four examples, 3D is the content, not the medium.

      But I believe that when people are dissing 3D as a web medium*, they are right. The idea of a "3D web" to me is as silly as a "3D newspaper".

      *Because that is what people are talking about, albeit perhaps unknowingly.

    51. Re:Underlying structure versus pretty pictures. by UnknownSoldier · · Score: 1

      > For a lot of things, it won't be useful.
      Indeed! The one good thing about today's web 3D now is that it is used in moderation -- by only the techie crowd who want substance over flash. The bad thing is that In the future it will be abused.

      There are a couple of satarical Futurama episodes where the gang visits the internet is inundated by ads that shows how things might be. :-/ In the "Real World" Casino's overload the senses too. One can't escape the fundamental problem that Greed tends to motivate people to cause as much distraction as they cause to get your limited attention. 3D is just another medium/tool that will eventually be exploited. :-(

      At for right now it is useful. :-)

      > I guess maps in 3D, History places in 3D.
      Yup, 3D should be used as a way _augment_ data presentation NOT replace it.

      > Ok, just make sure the whole web doesn't use it for now reason (flash, cough, cough.)
      I completely hear your lament and am right along with you. Sadly the corruption of 3D is coming. :-/

      You will see this in tech. all the time. The pioneers invent a cool new tech -- radio, phone, TV, BBS, internet, newsgroups, email, IRC, Instant Messenger, etc. Then business and/or marketing get on board and you get advertising and spam diluting the S/N ratio and usefulness of said invention.

      Fads come and go about every 20 years. i.e. VRML of the 90's. WebGL of the 2010's. Each new generation of kids "re-discovers" something "cool" new solution to an existing problem, generally ignoring the last time it was "popular", along with the strengths & weaknesses.

      At least this time around we have some sense of standard API's instead of proprietary API's that Microsoft, Sony, etc. like to push.

    52. Re:Underlying structure versus pretty pictures. by Ghostworks · · Score: 5, Insightful

      There's no doubt that it's useful for something: the fact that standalone 3D applications exist is proof that it's good for something. And yes, it would be better to have a portable, universally-understood format for those applications to increase the utility of any such program. But that's not the question. The question is why it hasn't taken off for the web. I suggest that it is because 3D graphics can only harm most of the web-browsing experience.

      First, recognize that those areas where it is necessary tends to be as embedded media or shareable, free-standing programs. It's good that you can get at them through the web, and it's great that you don't need to install specialized software, but they're not really web-native any more than a form-base calculator or a flash game is web native. It's just something that happens to be served up through a browser.

      Second, recognize that the modern web is not 2D. it is more like 2.5D, or perhaps 2.ND for an arguable value of N. Content is not static, but updates (such as this page). Content is tailored to the specific user (such as facebook). Content on even a "static" page now leverages CSS-based drop-down menus, pop-ups, and forms that require user interaction to reveal information that already exist client-side. And these are the successful "2D+" technologies. I won't even touch the unsuccessful ones like entirely Flash-based websites.

      We still recognize such things as "pages", and they have enabled new techniques, but there have also been tradeoffs. Some examples:
      1) those CSS-based menus now keep you from finding information as quickly as you could have before. On the old web, if I wanted to find a phone number for a particular location of restaurant chain, I could load their page and cnt+F for my area code... and there it was. Now, I can try to use similar means to accelerate the search (cntl+F on "tel", "contact", "locations", etc.), but that will usually only help me find the specific link/menu quicker. In general, I now find the information every bit as slowly as someone who types 20 words a minute and doesn't know cntl+F exists.
      2) On the old web, you could bookmark a page and be pretty confident that -- so long as the site itself remained live -- that information would ways be there and associated with that address. Now it is relatively easy to loose track of information unless you save a local copy, even when the information itself is still on the web. (The USPTO website is notorious for this, with it's ASP pages that serve up dynamically-named TIFF images of patents are live for 2 weeks or so.) This loss of functionality began almost two decades ago, so there are many who don't even remember what a reliable web was like.

      The modern web is prettier, but also more mouse-dependent, less reliable in terms of finding old data, and a lot more dependent on our feudal web-lord of choice (i.e. Google) to glue the whole damn thing together

      So given that we're talking about adding on a new layer of presentation, we have to ask what it would buy us, and what it would cost us, and whether the net would be better off for it overall. First, we'd be able to simultaneously take in a lot more data in one visual slice, but it would be less searchable. It may also only be really useful if each data point is itself visual. It will also be easier to construct pages where some information is pushed to the fore while other information becomes either peripheral, or completely hidden. So what is this good for? Street-view? Sure. Augmented reality? Sure, But we don't really have it yet. Niche content as describe above? Sure, but that's not going to drive the technology of the underlying web.

      So let's take another step back. What is the problem that 3D attempts to solve for everyone? I would argue that that problem, by and large, doesn't exist yet. There are two technologies -- 3D printing and Augmented Reality (of the markup-a-picture-taken-with-my-phone variety, not the cyberpunk-HUD-in-glasses variety) -- which could give mor

    53. Re:Underlying structure versus pretty pictures. by Wdomburg · · Score: 1

      You have to download (or otherwise trasfer) a game on multiple devices if you want it on multiple devices, regardless of whether it is implemented as an HTML5 application or something else.

      And you're assuming HTML5 applications are browser only. Mobile platforms are increasinly supporting installed, offline "web" applications. In the case of WebOS (yes, yes, largely defunct) it is the primary development platform. Even run within a browser, the application cache provides an explicit percistence mechanism under modern browsers.

    54. Re:Underlying structure versus pretty pictures. by GrumpySteen · · Score: 1

      I don't think 3 Ds will be enough for some people

    55. Re:Underlying structure versus pretty pictures. by bmcage · · Score: 1

      We're Sorry. Tinkercad uses WebGL, a new standard for 3D on the Web. Unfortunately your operating system does not support WebGL. The following operating systems are known to work well with Tinkercad: Microsoft Windows Vista or newer Apple OS X 10.6 or newer Tinkercad Forums Tinkercad Knowledge Base & FAQ

      Which is why we need the 3D for the internet as the original poster claims, no? Tinkercad works on linux without problems, by the way. Once you are past above issue, he will complain if use a browser with no webGL support. Firefox or Chrome can do that though on the desktop.

    56. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      Now here's the twist, and there is a twist: We show it. We show all of it. Because what's the one major thing missing from all action movies these days guys? Full penetration.

      Guys, we're gonna show full penetration and we're gonna show a lot of it! I mean, we're talking, you know, graphic scenes of Dolph Lundgren really going to town on this hot young lab tech. From behind, 69, anal, vaginal, cowgirl, reverse cowgirl, all the hits, all the big ones, all the good ones.

      Then he smells crime again. He's out busting heads. Then he's back to the lab for some more full penetration. Smells crime, back to the lab, full penetration. Crime, penetration, crime, full penetration, crime, penetration. And this goes on and on, and back and forth, for 90 or so minutes until the movie just, sort of, ends.

    57. Re:Underlying structure versus pretty pictures. by Tablizer · · Score: 1

      Why does the "stars" example put our solar system in the middle of a globular cluster? Is this because it mostly maps nearby small stars but not distant small stars?

    58. Re:Underlying structure versus pretty pictures. by exomondo · · Score: 1

      I could be wrong but given the context I'd say he was probably referring to Unity.

    59. Re:Underlying structure versus pretty pictures. by AReilly · · Score: 1

      NeXT wasn't the only, or even the first OS that had vector graphics baked in at a low level. Acorn's RiscOS was all vector graphics and scalable, anti-aliased fonts from the late '80s on, on a 4MHz processor that had no cache and a dumb frame buffer in bandwidth-sucking "shared DRAM". True, it didn't have much in the way of actual resolution either, but it did work very well. Performance of the vector drawing primitives was never a big issue. That was a machine that was in the same ballpark as the IBM PC-XT (which was a contemporary), price-wise.

      --
      -- Andrew
    60. Re:Underlying structure versus pretty pictures. by sjames · · Score: 1

      The problem is that you then need to interact with it somehow, and the inputs are very much 2D at this point, The closest upu can get is multiple 2D interfaces with axis mapped in some way that feels unnatural.

      Unless/until that is solved, 3D will be limited to narrow specialties.

    61. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 1

      What happens is you select and the area grows relative to the other areas. So what was central gets "further away" smaller and less detailed while new stuff you want to focus on gets "closer" larger and more detailed. The close stuff can be mostly 2Dish.

    62. Re:Underlying structure versus pretty pictures. by sjames · · Score: 1

      And how do you look behind something?

    63. Re:Underlying structure versus pretty pictures. by macs4all · · Score: 1

      I guess you might be stating my opinion; but my thought is why? What is the 3d web going to give me that 2d doesn't?

      Nausea and vertigo, among other things...

    64. Re:Underlying structure versus pretty pictures. by DKlineburg · · Score: 1

      . i.e. VRML of the 90's.

      virtual gameboy? throw up much?

      --
      Memory is deceptive because it is colored by today's events. - Albert Einstein
    65. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 1

      I can't look behind things that are far away with real 3D. Unless they are clear they block the things behind them.

    66. Re:Underlying structure versus pretty pictures. by Anonymous Coward · · Score: 0

      Have you tried smoking more pot ? Likely this will be a solution to your lack of understanding.

    67. Re:Underlying structure versus pretty pictures. by mitzoe · · Score: 1

      If you're slapping the space bar, you're doing it wrong.

    68. Re:Underlying structure versus pretty pictures. by tibman · · Score: 1

      My company still has foxpro based products : / There is a web of DTS and SSIS packages that suck data off of them and into mssql so that it can be served up via reporting services or websites.

      --
      http://soylentnews.org/~tibman
    69. Re:Underlying structure versus pretty pictures. by fbobraga · · Score: 1

      I think I got it: Firefox 10.0.5 here

    70. Re:Underlying structure versus pretty pictures. by sjames · · Score: 1

      You seem to be dodging. I asked a very general question, and get a non-answer to a very specific case.

      How do you look behind a foreground object to see the thing sitting right behind it?

    71. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 1

      You move the foreground object out of the way. In general though the layout is designed so things aren't hidden behind one another.

    72. Re:Underlying structure versus pretty pictures. by sjames · · Score: 1

      So why not just stick with 2D and stack it (exactly like most 2D GUIs do now)? It's not a very strong case for an easy or intuitive 3D interface. In fact, it sounds like the degenerate case where it is 3D in name only.

    73. Re:Underlying structure versus pretty pictures. by ytpete · · Score: 1

      lots of applications are simply impossible in anything approaching real time ... with a pure-software render path

      Expanding on that: lots of 2D applications require the GPU to perform well nowadays. Games and graphics apps especially, but lots of other parallel data processing like physics & audio processing benefit from the GPU too. Personally I'm hoping WebGL will enable more of that rather than the "check out my spinning 3D cube homepage!" sort of crap.

    74. Re:Underlying structure versus pretty pictures. by jbolden · · Score: 1

      For the reason I said above. To make large numbers of clusters of objects visible by making them further away. And 2D GUIs do use the same concept sometimes: mini icons on folders in iOS for example. 3D normalizes that where the computer can generate clusterings thus using more parts of the brain's ability to visualize.

      Seeing behind isn't the goal.

    75. Re:Underlying structure versus pretty pictures. by sjames · · Score: 1

      You aren't making sense. You describe a 2D interface to me and then claim that it lets you see more because it's 3D but uses 2D inputs effectively.

      Perhaps you mean 2D rendered perspective? To clarify, as opposed to a 3D model where the user's POV moves freely in a 3D world.

    76. Re:Underlying structure versus pretty pictures. by leuk_he · · Score: 1

      You can code a great game in just a few hunderd KB... just look at the PC's 20 years ago. Detailed textures are not always required.

  2. Still Doesn't work in Links by Arab · · Score: 3, Funny

    Unless it's supported in Links I'm not going to use 3D...

    1. Re:Still Doesn't work in Links by SQLGuru · · Score: 1, Troll

      That was a great golf game......

      Now, if you meant Lynx the browser, well, good luck with that.

    2. Re:Still Doesn't work in Links by Mr+Foobar · · Score: 4, Informative
      --
      -> I dislike sigs...
    3. Re:Still Doesn't work in Links by Dogtanian · · Score: 2

      Unless it's supported in Links I'm not going to use 3D...

      Bollocks to that, I'm not using it unless it's supported in *Lynx* running on an 80-column greenscreen terminal.

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
    4. Re:Still Doesn't work in Links by FBeans · · Score: 3, Informative

      I think he means Links. I think it's a valid point to raise, the web is great because you can access it with a large variety of browsers. Having 3D websites would force us to reconsider this, do we support just 3D or do we create both 3D and 2D website. More importantly, 3D is fundamentally flawed. I'm not sure how happy I'd be if I had to fight a headache every time I browse the web. The answer to the OPs question may well be, just because we /could/, doesn't mean we need or want to. The work required outweighs the benefits.

    5. Re:Still Doesn't work in Links by bickerdyke · · Score: 2

      or a screenreader. just to use an actually usefull example.

      --
      bickerdyke
    6. Re:Still Doesn't work in Links by MightyYar · · Score: 1

      Just so the 3D framework lets us separate content from layout...

      [ducks]

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    7. Re:Still Doesn't work in Links by Arab · · Score: 1

      I will admit I had a hard time debating whether to choose Links or Lynx for my flippant comment.

    8. Re:Still Doesn't work in Links by Arab · · Score: 1

      Now my feelings are hurt...

    9. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 2, Informative

      Your disdain is lovely, but some of us have vision problems that are not quite severe enough to cause us to require a screen reader, but do require the simplification of a text only browser. So the suggestion of Lynx is an "an actually useful example".

    10. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 2, Interesting

      You are misunderstanding. The goal isn't to create 3D web sites. It's about making it easy to provide 3D content for the web. Asking "do we support just 3D or do we create both 3D and 2D website" is like asking "do we support just video or do we create both a regular web site and a video website" when discussing the need to deliver video content on the web. Few people are going to argue that we replace websites built with HTML and CSS with a streaming video.

    11. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 0

      And you chose *unwisely*.

    12. Re:Still Doesn't work in Links by SQLGuru · · Score: 1

      Apparently I forgot to include the tag. I guess a reference to a really old DOS based golf game and a really old text based browser weren't enough of a clue.

    13. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 0

      You chose...poorly.

    14. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 0

      You sir, deserve mod points!
      3D causes headaches! Fix the underlying bastardization of 3D and then maybe we can approach this question.

    15. Re:Still Doesn't work in Links by julesh · · Score: 1

      Apparently I forgot to include the tag. I guess a reference to a really old DOS based golf game and a really old text based browser weren't enough of a clue.

      The most recent version of the former was released in 2004, the latter in 2010. Neither of these qualify as "really old" IMO.

    16. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 0

      Wah wah wah. I'm getting a little tired of the notion that people who are missing significant chunks of human functionality must be accommodated in all their whining wants. Guess what, you're not up to spec, you don't get to have everything. The universe is unfair. Suck it up already.

    17. Re:Still Doesn't work in Links by houghi · · Score: 1

      Having 3D websites would force us to reconsider this, do we support just 3D or do we create both 3D and 2D website.

      You will make that choice. The majority will just say:
      Use IE Version XYZ
      Use Flash
      Use cookies
      Use 3D
      Use ....

      Nothing will change in the mindset of the people making the websites.

      --
      Don't fight for your country, if your country does not fight for you.
    18. Re:Still Doesn't work in Links by Anonymous Coward · · Score: 0

      I think it's a valid point to raise, the web is great because you can access it with a large variety of browsers. Having 3D websites would force us to reconsider this, do we support just 3D or do we create both 3D and 2D website.

      Past a certain point, the text-only browser stops being a functional requirement and simply a problem holding greater functionality back. Yes, you need to support blind users and users with other special primitive text-only needs, but whining that a site doesn't support Lynx/Links is like whining that you aren't allowed to drive your Model T on the highway.

      More importantly, 3D is fundamentally flawed. I'm not sure how happy I'd be if I had to fight a headache every time I browse the web.

      You do realize that WebGL doesn't require a 3D monitor, right? There's nothing inherent in WebGL that should hurt anyone's eyes anymore than playing Halo on a TV should.

  3. A better question by Hentes · · Score: 5, Insightful

    Why should take off? What's the drive behind it? What need does it satisfy?
    You can't push out something without a market. Flash created a market for 2D web graphics, and now HTML5 standardizes that based on the experience we had in the Flash years. Unity is doing the same thing for 3D, but it will take a while before 3D on the web becomes common enough to need standardization.

    1. Re:A better question by larwe · · Score: 1

      I was just about to post the exact same question. I don't see a use case besides games. Gaming ecosystems are guarded by jealous dragons.

    2. Re:A better question by leptogenesis · · Score: 2

      Google already wants to use it in maps. I personally would prefer if Google Maps worked like Google Earth. Online stores like Amazon tend to show multiple views of products. Why not just provide a 3d model users can rotate themselves? This is especially true for the sites providing models aimed at 3D printing.

      Data visualizations use 3D all the time; it's built into most scientific plotting softwares.

      Building 3D models of arbitrary scenes from just images is rapidly leaving the research world, as demonstrated by recent 3D reconstruction projects like Building Rome In a Day (A research page, which, by the way could greatly benefit from 3D web). I wouldn't be surprised if artists start uploading their sculptures, or parents start uploading models of their kids' sandcastles.

      And these are just the applications I can think of with dumb 3d models, no physics.

    3. Re:A better question by szquirrel · · Score: 2

      Why? For e-commerce. Especially for products that are made to order, anything that cuts down on return rates ("this isn't what I thought I saw on the website") is worth putting some money into. I'm working on exactly this sort of project right now and we finally made the decision to cut 3D because support is so patchy.

      End user support isn't the whole problem though. You also need 3D models with enough detail to look smooth but small enough to deliver over the web. If you can even get 3D models for a product they're usually the designer's CAD files which are huge and not easily converted to a format used by a gaming-type 3D engine.

      --
      Never approach a vast undertaking with a half-vast plan.
    4. Re:A better question by Anonymous Coward · · Score: 0

      Well, marketing. Check out the examples in Three.js page. The first one is from Disney, it loads slowly but shows the potential.

      It just takes time to ripple for usage.

    5. Re:A better question by geogob · · Score: 1

      This question : "Do we actually need this?" should be asked more often when new technologies are coming up.

      If a new technology fails to come forward in today's world, I think the question is even more relevant.

      (and sorry to the OP. I accidentally moded you wrong... you know... mouse slipped. Hence this somewhat pointless comment.)

    6. Re:A better question by Anonymous Coward · · Score: 0

      Why should take off? What's the drive behind it? What need does it satisfy?

      Very good questions!
      Of course, 3D graphics has its uses. It is popular in some games, and sometimes useful for science. But that doesn't mean it is needed in a web browser.

      We have no need for running "everything in a browser". The browser is just one of many applications - and it is not the only one capable of communication over the internet either.

      "Everything in a browser" sounds like someting a marketing person might like to say - but there is no substance to it, no need, no particular positive effect . . .

    7. Re:A better question by Lincolnshire+Poacher · · Score: 1

      Check out the examples in Three.js page. ... It just takes time to ripple for usage.

      Or, apparently, for everyone to somehow upgrade the graphics chip in their laptop :(

      I had a peek: using FF18 but WebGL cannot run because my Intel on-board graphics are "too old, please upgrade". Umm... yet it's good enough for seamless, flicker-free, 3D models in Flash? No wonder WebGL is a niche.

    8. Re:A better question by Anonymous Coward · · Score: 0

      Web 3D/GL/VRML, the first cancelled Google project.... w/o Google ever getting involved.

    9. Re:A better question by rasmusbr · · Score: 1

      Why should take off?

      It's taken off on a bunch of other platforms, why not the browser?

      What's the drive behind it?

      Games.

      What need does it satisfy?

      Stuff like shooting cartoon birds at cartoon pigs in three dimensions.

      You can't push out something without a market. Flash created a market for 2D web graphics, and now HTML5 standardizes that based on the experience we had in the Flash years. Unity is doing the same thing for 3D, but it will take a while before 3D on the web becomes common enough to need standardization.

      Exactly. The driving force is going to be app stores that sell/provide web games and the first really good proprietary solution is perhaps, and I'm guessing here, already under development, perhaps by Facebook or a company that develops games primarily for Facebook.

    10. Re:A better question by UnknownSoldier · · Score: 1

      > Why should take off? What's the drive behind it? What need does it satisfy?

      Short Answer: Curiosity

      Long Answer: If you have to ask why you're _completely_ missing the point. That's akin to asking: "Why on earth do we need to visualize our data from a different perspective??"

      To help us understand, model, and relate to existing structures, design, and art in a new and clever ways to help expand our paradigms.

      Instead of wasting time explaining in a textual context, please see my previous post:
        http://slashdot.org/comments.pl?sid=3470211&cid=42935685

      Having an unified 3D standard is GOOD thing. It means developers can spend less time using proprietary APIs and more time creating interesting content. Javascript + WebGL helps us bypass years of proprietary and over-engineered tech and just focusing on bringing content to the masses without needing yet another set of downloads that may or may not be safe.

    11. Re:A better question by Hentes · · Score: 0

      So why didn't VRML take off if it's such a good thing?

    12. Re:A better question by Desler · · Score: 1

      Right, because the Khronos Group has never produced over-engineered standards before. Did you actually type that without having to bust out laughing? Because I sure did reading your post.

    13. Re:A better question by danhuby · · Score: 1

      Do you really need 3D support for 3D product visualisation? Object rotation videos (like QTVR's Object VRs) have been around for ages. I company I used to work for was creating these back in 1998. It's a series of photos of the actual product, so you can rotate and see the product from different angles. A non-plugin JS version would be trivial to build.

    14. Re:A better question by J-1000 · · Score: 1

      Wait, so the market has to exist before people bother with a standard? What happened to creating the tools first and allowing the ideas to happen later?

    15. Re:A better question by Hentes · · Score: 1

      You can't create a good standard without knowing in what ways it will be used. No standard doesn't mean no tools, however.

    16. Re:A better question by J-1000 · · Score: 1

      Vector graphics were used as an example somewhere else in the thread. Despite being a low-bandwidth alternative to bitmaps and despite offering additional design flexibility, they never really caught on except in Flash where they served niche purposes. Why? Because they weren't integrated into the standard. HTML is a perfect example of the standard driving design instead of the other way around. People have been using hacks and workarounds for years to get their pages to display the way they want, because the standardized solution wasn't comprehensive enough.

      If the standard turns out to be just plain wrong, you fix it with the next version of the standard. I understand the reluctance to create a standard that has flaws, but guess what? It's going to be flawed anyway, no matter how long you wait. Put the thing out there, see what people do with it, then revise it later.

    17. Re:A better question by UnknownSoldier · · Score: 1

      As opposed to Microsoft and Direct 3D versions 1, 2, 3, and 5 ?? LOL. They couldn't even design the API properly the first time!

      At least OpenGL was designed _properly_ from the beginning after going thru the IrisGL to OpenGL re-badge. No one ever said the Khronos Group was perfect -- however, WebGL _IS_ OpenGL ES 2.x. It is a clean, minimal, API for the most part. Part of my day job is to use it on everything from small Set-Top-Boxes, through mobile, and Desktops (browsers.) I have never seen another graphics API that is _that_ scalable and cross-platform. Is it perfect? No, but for the most part is a good solution unlike other proprietary vendor-lockin solutions.

      --
      Standards exist to keep the vendor's implementations honest.

  4. 3D will come ... by Anonymous Coward · · Score: 1, Insightful

    3D will come when it's worth a damn. Everything 3D is either FPS or gimmick. There are a few tiny edge cases, but everything else is FPS or gimmick. Given how much more 3D content costs to create and how tough it is to do well (only FPS and a few edge cases), it's not worth the trouble, kind of like 3D tv's.

    1. Re:3D will come ... by UnknownSoldier · · Score: 1

      > Everything 3D is either FPS or gimmick.

      Total nonsense. http://slashdot.org/comments.pl?sid=3470211&cid=42935685

      --
      Only cowards use censorship.

  5. If it's anything like the Movies... by rmdingler · · Score: 1

    It'll be a niche market at home, initially attracting those who like to acquire the newest shiny tech just to have it.

    --
    Happiness in intelligent people is the rarest thing I know.

    Ernest Hemingway

  6. blurb answers its own question by Trepidity · · Score: 0

    There are competing infrastructure proposals for how to get 3D onto the web, each of which has buy-in from some but not all of the major vendors. As a result, 3d hasn't taken off on the web because there's no widely supported standard.

    1. Re:blurb answers its own question by History's+Coming+To · · Score: 2

      More likely, it hasn't taken off because people haven't found the right way to use it. 3D file browsers have been around since the early 90s at least (Jurassic Park anyone? "It's UNIX! I know this!"), and while they're kind of cool they're just not as fast and intuitive as the standard 2D systems.

      --
      Please consider this account deleted, I just can't be bothered with the spam anymore.
  7. Wrong question by OzPeter · · Score: 5, Interesting

    The question should be ..

    What is the compelling user experience that would be enabled by 3D?

    And what do you really mean by 3D? Do you mean projections onto a 2D surface of a 3D model? Or do you mean something like the spinning displays that render voxels that you can actually walk around? Because a genuine, cheap, ubiquitous 3D display would open up all sorts of possibilities.

    --
    I am Slashdot. Are you Slashdot as well?
    1. Re:Wrong question by FatLittleMonkey · · Score: 2

      Actually, isn't the web already 3d or better? Isn't that the whole point of the hypertext? It takes a flat 2d page and adds multiple dimension of information through linked text (and menus, sidebars, images, drop-downs/pop-ups, cascades (like /.'s comments), etc)

      I suspect the reason that a Hollywood-style "graphical 3d" web interface hasn't taken off is the difficulty in re-representing the existing non-2d structure. Essentially it only works if the linked components can be represented in a single linear dimension. But the existing web is already more complex than that.

      --
      Science is all about firing a drunk pig out of a cannon just to see what happens.
    2. Re:Wrong question by Anonymous Coward · · Score: 0

      I suspect the reason that a Hollywood-style "graphical 3d" web interface hasn't taken off is the difficulty in re-representing the existing non-2d structure.

      That might be the case.
      I suspect that the reason it hasn't taken off is very similar to why graphical programming languages like Piet hasn't. It's simply impractical for everything but a few edge cases.
      The one case where the Piet solution is elegant is Richard Mittons solution for calculating an approximation for pi.

    3. Re:Wrong question by Anonymous Coward · · Score: 0

      Like what? Honestly the technology to do cheap ubiquitous 3d has been around for decades, and multiple specs enable it like vrml and collada. I am thinking that nobody ever got past the "all sorts of possibilities" stage into "here is something good."

  8. Because... by fyngyrz · · Score: 2, Insightful

    First of all, it's NOT 3D. It's fixed optical stereo. Which leads to headaches due to many bad cues for your visual system, and only barely looks 3D if you hold still and pretend there's only one fixed viewpoint in the world. Which isn't true, and under the circumstances of pretending there is, you lose a great deal of interesting visual information. You get one view out of a huge number of possibilities.

    Secondly because real 3D is hard; consumers don't have display devices for it yet.

    Third, because real 3D is extremely data heavy at some point in the process; even if your connection was fast enough to get your POV out to the server and the server and connection fast enough to get the data back to you, the server still has to cough up a lot of data that's different every time from a very large base. If the display device is doing the job, it has to have all the data, all the time.

    It's NOT 3D. You have been marketed.

    --
    I've fallen off your lawn, and I can't get up.
    1. Re:Because... by Trepidity · · Score: 5, Informative

      I don't think the submitter is asking about the optical-stereo kind of 3d (like what you get with "3d movies" and "3d glasses"), but rather just geometric projections of 3d scenes onto a 2d viewing plane, like you get in Leonardo da Vinci paintings or Quake.

    2. Re:Because... by gl4ss · · Score: 2

      this has actually nothing to do with stereo-vision.

      it's just about why we can't add game like graphics into web pages in a standardized way.

      the reason is that nobody gives a shit and the implementations are either shit world describing languages with shit implementations(vrml) or just opengl wrappers(webgl) that are good only for games.

      --
      world was created 5 seconds before this post as it is.
    3. Re:Because... by Anonymous Coward · · Score: 0

      I think this rant belongs on a thread where people are talking about stereo 3D display systems.

    4. Re:Because... by plonk420 · · Score: 2

      isn't he referring to standard 3d graphics (momentarily nsfw), not "fixed optical stereo"?

    5. Re:Because... by Anonymous Coward · · Score: 0

      What in gods name are you going on about?

      This is about 3D graphics, not 3D monitors!

      That was plainly obvious in the summary.
      Nobody was questioning whether it was real 3D or pseudo-3D using virtual depth.

    6. Re:Because... by Anonymous Coward · · Score: 0

      yeah

      wouldnt i need some 120 thing and use glasses i can notice the lack of 3d in things? have you seen a 3dmovie lately, hmm i've not seen that avatar lame ness, heard it was 3d

      me i live in 3d world, i go to movies to suspend my disbeliefe, somehow 3d doesnt work, maybe in the future

    7. Re:Because... by Anonymous Coward · · Score: 1

      As noted, the submitter isn't talking about this anyway, but just to offer an alternative opinion...

      Stereoscopic 3D works well for me. It's a vivid, immersive sensation with tangible benefits in some scenarios. You also list limitations, many of which I agree with. However, calling it 3D seems both descriptive and fair to me. It does, for me, produce an image which is faithfully 3D. All 3D is created in the brain, it is a perception, and stereo vision is an important part of creating that perception. For me, the stereo component is enough for my brain to kick in the 3D illusion, making it *as 3D as any other image* (this does not make 2D sources "converted" to 3D look *good*, they look stupid, like popup books. But they do look 3D). I realise this is simply not the same for all people, some people truthfully do find stereoscopic images flat.

      Those people are going to feel cheated by eg 3D movies, which are more expensive and can be less bright / lower contrast, which I feel is what you are talking about. I am not one of those people.

      If stereoscopic 3D works for you, on computer monitors it is incredibly useful for scientific and medical imaging, where it has been continuously in use long before the current 3D movie phase. It is provably useful for eg keyhole surgery. Is is "true" 3D? No. Is it 3D? Yes - it is perceived as a three dimensional image.

      TL;DR - you sound angry because you can't see the sailboat. But there really is a sailboat, for some people.

    8. Re:Because... by Trepidity · · Score: 1

      True, but there is some hardware and software infrastructure to accelerate that particular kind of 2d, namely GPUs and OpenGL. :)

      As for whether we need access to it on the web, so far I haven't seen much in the way of a compelling case. Maybe in the future there will be more browser-based graphics-heavy games that need it. Or something like Google Earth could run in the browser, but it's interesting that even Google, one of the most pro-web companies, isn't running Google Earth on WebGL.

    9. Re:Because... by dj245 · · Score: 1

      I don't think the submitter is asking about the optical-stereo kind of 3d (like what you get with "3d movies" and "3d glasses"), but rather just geometric projections of 3d scenes onto a 2d viewing plane, like you get in Leonardo da Vinci paintings or Quake.

      PDF can do this. Adobe's viewer can do it for sure. Chrome's internal PDF viewer seems to choke on it. Not sure about other software. It doesn't seem to be an Adobe-only feature. Digikey uses it for some of their parts. Digikey CP-102A-ND is a decent example.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    10. Re:Because... by zippthorne · · Score: 1

      TL;DR - you sound angry because you can't see the sailboat. But there really is a sailboat, for some people.

      The DVD had enough pixels to see a 3d image if you paused it on just the right frame. Unless the downsampling of putting it to video changed it in just the right way to make an entirely different 3d image, it wasn't a sailboat.

      --
      Can you be Even More Awesome?!
    11. Re:Because... by Anonymous Coward · · Score: 0

      Same AC here. This made me smile, because I wanted to use the sailboat ref as a metaphor / troll... but I can't see magic eye posters. Had to look it up, and found out the one they use is indeed, not a sailboat. Do you think it was a double joke? The film is teasing the guy who can't see them?

      I can see the eye crossed pictures, but not the focus past the page ones. This makes the "sailboat" in inverted 3d for me, which is very hard to make sense of.

    12. Re:Because... by Anonymous Coward · · Score: 0

      First of all, it's NOT 3D. It's fixed optical stereo.

      No, troll, you know what the submitter meant. Now shush, the grown-ups are talking.

    13. Re:Because... by fuzzyfuzzyfungus · · Score: 1

      There is http://maps.google.com/gl which uses webGL to add some amount of integrated 3d stuff to Google Maps, wholly in-browser. Definitely more limited than the plugin-based or freestanding Google Earth 3d tricks.

      I don't know whether this is because webGL is currently too fucked to support it, or whether there just isn't any demand, or whether it's a project in progress, or what.

  9. Is it... by Anonymous Coward · · Score: 1

    ...because 3D on the web is- and always has been- one of those things sounds cool and cyberpunkish when seen in a film (*) or imagined, in reality it doesn't really add *that* much to the online experience and people just aren't that bothered about it in real life?

    Remember the Second Life hype a few years ago? The media went on and on about that, but how many people actually used it when it came to the crunch? Relatively few. I never did, despite the fact that 15 years before I'd have thought the prospect of interacting with people all over the world in a virtual reality would be the coolest thing ever.

    (*) They had pretend 3D graphics in the "hacking" scene in Cool Science in 1985, so this association has been around a long time.

  10. Personally by james_van · · Score: 1

    I don't think it will take off anytime in the near future. The way that we interact with computers is so ingrained in us that the 3D paradigm is just to foreign for the average user. Sure, movies make it look cool and easy, but out side of gaming and CAD, there just isn't an accepting market. Meanwhile, if you do want to get into 3D development (dons flameproof suit and hunkers down for the inevitable explosion), Flash is still a viable option. Using the Air platform you can target Windows and Mac desktop, Android and IOS (as apps), and with little to no code change, also target any browser that still has the Flash Player installed. At the moment, that's the best option for developing 3D and hitting the highest number of platforms. However, expect much hate and discontent from nerds and fanbois when you mention developing anything in Flash.

  11. It is by Anonymous Coward · · Score: 0

    It is! It's called Unity

  12. Well...I'd hope it better stays away. by Robert+Zenz · · Score: 4, Funny
    1. Re:Well...I'd hope it better stays away. by bickerdyke · · Score: 1

      Well, that post sounds like a pretty cool idea.

      If your use case relies more on beeing cool than being productive. (Don't get me wrong: this IS a valid use case category. Think of games or design heavy sites)

      --
      bickerdyke
    2. Re:Well...I'd hope it better stays away. by UnknownSoldier · · Score: 1

      Well, I can already do that in Firefox. :-)
      i.e.
      Tools - Dev Tools - Inspect - "3D View"

      Introducing Firefox 3D View for Developers
      http://www.youtube.com/watch?v=zqHV625EU3E

  13. Gosh, no. by Anonymous Coward · · Score: 0

    The Web is already as bad as it gets.

    I seriously hope it takes as long as it takes.

  14. Or... by ceoyoyo · · Score: 1

    To reach most people you'd have to learn Javascript, WebGL and Three.js/Scene.js for Chrome/Firefox, then you'd have to learn actionscript + flash for the microsofties, then learn objective c for the apple fanboyz, then learn Java to write a native app for Android.

    You could do all of that and get crappy 3D (except for maybe the last one), or you could just write something in OpenGL and compile and run it anywhere you want natively. If there was a demand you could even skip the compiling (there are JIT OpenGL compilers). Why must we shoehorn every last thing onto a platform that was meant to display text?

    1. Re:Or... by cyber-vandal · · Score: 1

      Because it's the only piece of cross-platform middleware that's taken off. Cross-platform compiled apps are a lot harder to do than web apps on a more or less common platform. The differences between IE, Firefox and Webkit browsers are far smaller than the differences between Windows, OS X and the various Linux distros.

    2. Re:Or... by Anonymous Coward · · Score: 0

      Why must we shoehorn every last thing onto a platform that was meant to display text?

      +1. (or it would be if I was logged in and had mod points)

      I'm all for web standards. I love the fact that we are finally able to create web sites that can be viewed by all the browsers in common use without having to resort to browser-specific hacks.

      But while the push for web standards was a wonderful thing, it seems to have been hijacked and turned into a new browser war masquerading as standardisation.

      The browser makers are using their rendering engines to push their own agendas, and it's starting to get annoying.

  15. Web will have to go on a technology diet first by Anonymous Coward · · Score: 1

    It was bad enough coding for web in the late 90's with the differences between the few different browsers that are available. With the plethora of technologies that are running, I'm glad I'm out of it now. However, the future will probably be with the browser being passive, simply showing what some remote system feeds it (even if that remote system is running locally) rather than having its own 3D engine.

    That's how I see it, anyway.

    1. Re:Web will have to go on a technology diet first by bickerdyke · · Score: 1

      It was bad enough coding for web in the late 90's with the differences between the few different browsers that are available. With the plethora of technologies that are running, I'm glad I'm out of it now. However, the future will probably be with the browser being passive, simply showing what some remote system feeds it (even if that remote system is running locally) rather than having its own 3D engine.

      That's how I see it, anyway.

      If you're still looking for a name for that concept, you might want to try "XServer"....

      --
      bickerdyke
    2. Re:Web will have to go on a technology diet first by jbolden · · Score: 1

      Well actually X-Client, The X-Server is what would be running remotely.

      But besides that nitpick, the big issue is that an X-Client runs the applications which doesn't allow for the high ratio. Part of the web standard is to distribute the processing off to clients (normal meaning of the term) as much as possible.

  16. Passing fad by kylegordon · · Score: 1, Insightful

    3D is a passing fad generated by the media companies to try and push more units. Consumers haven't picked up on it as they hoped, and the web is unlikely to do so either. The real future is in higher definitions and larger screens.

    And anyway, who needs 3D when you've got this? https://github.com/404.html

    1. Re:Passing fad by zrbyte · · Score: 1

      Exactly. Just leave me allone with 3D. Regarding content, it doesn't add much to the experience.

    2. Re:Passing fad by Anonymous Coward · · Score: 0

      You are a goddamned moron, right? Try reading the fucking article before drooling on the keyboard.

    3. Re:Passing fad by Culture20 · · Score: 3, Informative

      Article isn't about stereoscopy, it's about OpenGL style 3D (hence webgl).

    4. Re:Passing fad by BenoitRen · · Score: 1

      3D is a passing fad generated by the media companies to try and push more units. Consumers haven't picked up on it as they hoped, and the web is unlikely to do so either. The real future is in higher definitions and larger screens.

      What you don't realise, though, is that higher definitions and larger screens are fads that caught on that were generated by the media companies to try and push more units.

  17. Fascinating... by fyngyrz · · Score: 4, Funny

    Oh, I get it. Like a tesseract. Everyone else sees it as smaller on the outside than it is from your POV.
     

    --
    I've fallen off your lawn, and I can't get up.
  18. When there is an App that NEEDS 3D by ocratato · · Score: 2

    Until very recently there was very little use for 3D for most people. Those few doing CAD, and some games were the only users, and they are not enough to bring 3D into the mainstream.

    However we now have relatively low cost 3D movie cameras and 3D printers are also beginning to become common. I think 3D will finally start to take off.

  19. For the same reason... by Chris+Mattern · · Score: 1, Offtopic

    ...it hasn't taken off in TV, video games (how many people with a 3DS just leave the 3D turned off all the time? I do), or even in movies aside from a few isolated successes. Because it's inconvenient, expensive, and doesn't add anything really compelling.

  20. WebGL is the most promising by ajyand · · Score: 0

    If JavaScript API can sucessfully become universally supported then why not WebGL code which is essentially supposed to be written in JavaScript. The interpreter should take care of underlying platform. Solution is simple but we can't expect Microsoft to throw away DirectX syntax for a better cause.

  21. After all, we live in Flatland by fyngyrz · · Score: 1

    the 3D paradigm is just to(sic) foreign for the average user.

    Yes, yes, this is it. Every day I am thankful that my life consists of no more than navigating a 2D space. WTH would you *do* with a third dimension, anyway?

    --
    I've fallen off your lawn, and I can't get up.
  22. The look the feel by Anonymous Coward · · Score: 0

    You have seen the 3-d of the movies. just imagine the headaches you could get with 3d on the web. Funky red/blue,grainey fuzzy all the factors that drive migranes.
    The first sign that 3d would work nice would be a modern porn shot in the 3d. Make those tit/and appendages into real looking, not imaginary appendages. But there is the reason, porn has not addapted to 3d in a fun way. And I could not imagine the size of the screen to show it lifesize, which prn, demands.

  23. Physics = Rock and Roll by fyngyrz · · Score: 2

    I get it! I finally get it! String theory is just physicists turning it up to 11 !!!

    (I admit I actually have replacement knobs on my Fender twin that do go to 11...)

    --
    I've fallen off your lawn, and I can't get up.
    1. Re:Physics = Rock and Roll by mwvdlee · · Score: 2

      I get it! I finally get it! String theory is just physicists turning it up to 11 !!!

      (I admit I actually have replacement knobs on my Fender twin that do go to 11...)

      If it's a Fender Twin, shouldn't it go to 22?

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    2. Re:Physics = Rock and Roll by fyngyrz · · Score: 1

      Well, it goes to 11 three times, actually - two pre channels and the master. But each channel is its own gain times the master gain, so yeah, 22 per channel, lol.

      --
      I've fallen off your lawn, and I can't get up.
  24. Not in the present crop of browsers, tho by Taco+Cowboy · · Score: 2

    3D can be very handy in architecture, or sculpting, or engineering

    However, current crop of browsers just ain't there yet, for the power of 3D to shine

    --
    Muchas Gracias, Señor Edward Snowden !
    1. Re:Not in the present crop of browsers, tho by postbigbang · · Score: 4, Interesting

      The demand will continue to be weak, though, perhaps forever, and for good reasons.

      3D is compelling in entertainment, but the amount of 3D entertainment media/downloads is but a tiny fraction of 2D because demand is small.

      Yes, it's compelling for modeling, be it architectural, artistic, design, engineering, medical holography, and so forth. But from the beginning of recorded history, we've successfully distributed and used 2D. That's because the added information in the 3rd dimension is useful, but in a movie or a picture, I don't need to see what's behind the tree. I don't care. There is reason in some cases, and we've evolved those cases, to give dimensionality as needed information. Otherwise, it's unnecessary and comes at an extra cost of codifying it, and storing it.

      3D is cool, no doubt about it. Immersive stuff is great. You're not going to find it on a box of CornFlakes, or as content in a James Patterson novel, or an Annie Leibovitz photo of Beiber.

      --
      ---- Teach Peace. It's Cheaper Than War.
    2. Re:Not in the present crop of browsers, tho by 10101001+10101001 · · Score: 1

      That's because the added information in the 3rd dimension is useful, but in a movie or a picture, I don't need to see what's behind the tree. I don't care.

      Actually, I think you've gotten it backwards. Imagine a murder mystery in 3D. People on the left side of the theater can see behind one person's back and "know" who the killer is much earlier than people in the center or right. Yet, people on the right side of the theater can see behind yet another person's back and "know" who the killer is much earlier than people in the center or left. Meanwhile, the people in the center may be just well left clueless if the end of the movie is left ambiguous.

      You see, the point of a movie is that if you're supposed to "see what's behind the tree", then the movie is supposed to show you. If it's too subtle about it, people will miss it and it's a bad movie. If it's too heavy handed, people will be treated as idiots and it's a bad movie. Well, by bad, I mean in direction as a movie--everything else about it could be great.

      In other words, even if the tools to build 3D were easy and widely available for the web, the vast majority of the web is 2D dimension content where people aren't supposed to have things hidden from them. That doesn't mean the content isn't crap or biased or whatever--the figurative 3D tree on a news site would be very interesting, though. In short, the point isn't that people don't care who's standing behind the curtain. It's that they're there to consume figuratively 2D information.

      Now, 3D games are a whole other business and that's a booming because games are often about a certain about of occlusion to/from others and mystery.

      --
      Eurohacker European paranoia, gun rights, and h
    3. Re:Not in the present crop of browsers, tho by postbigbang · · Score: 1

      I believe dimensionality has a place. I don't believe it's a huge place. I don't want to know whodunnit. That's why it's called a mystery. Some huge theatric "wave" effect will live about as long as UA's Earthquake stuff. Although the novelty is big, it's gimmicky.

      I think that 3D will evolve more slowly, and more naturally than what's being done right now. A generation of programmers/coders along with MPEG engineers, codec-makers, and DEMAND will be needed to make 3D an easy default selection, rather than the madness it is right now.

      --
      ---- Teach Peace. It's Cheaper Than War.
    4. Re:Not in the present crop of browsers, tho by gmhowell · · Score: 1

      That's because the added information in the 3rd dimension is useful, but in a movie or a picture, I don't need to see what's behind the tree. I don't care.

      Actually, I think you've gotten it backwards. Imagine a murder mystery in 3D. People on the left side of the theater can see behind one person's back and "know" who the killer is much earlier than people in the center or right. Yet, people on the right side of the theater can see behind yet another person's back and "know" who the killer is much earlier than people in the center or left. Meanwhile, the people in the center may be just well left clueless if the end of the movie is left ambiguous.

      It doesn't matter, because communism was a red herring all along.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
  25. Yeah right... by Anonymous Coward · · Score: 0

    Just from an economic perspective, I don't see it happening other than with a few big players with big budgets. Once you start talking about 3D programming, you're pretty much writing games or at least simulations or scenes like games. A more rational approach would be to create a branded stand alone game instead of trying to hack flat media into a 3D world. I'm reminded of all the terrible simulated "3D" interfaces that educational games tend to have.

  26. nobody cares by argStyopa · · Score: 0, Offtopic

    3d hasn't 'taken off' for television or computer games (or really even movies) despite million$ in promotion and efforts to sell new hardware.

    3d is really a solution in search of a problem, particularly on the web.

    The fact is that 3d today badly suffers from perspective and quality issues, and most consumers see it as pointless fluff.

    In my own narrow perspective (see what I did there?) I have minor amblyopia so I TRULY don't care (obviously, I'm part of a small minority with this). I *can* force it so I can see things in 3d without too much effort. Nevertheless, I've occasionally gone to 3d movies and been totally unimpressed.*

    *an experience shared by my binocularly-functional friends.

    For movies, it's astonishing to me that they'll spend dozens of million$ on meticulous art design and set work to make sure the slightest detail is accurate in a film, and on imax theaters with fantastically comfortable seating and near-perfect sound...and then present it in a format that suffers badly from ghosting, bad lateral/peripheral perspective, and force the audience to watch in tremendously uncomfortable disposable, usually scratched-to-hell 3d glasses.

    --
    -Styopa
    1. Re:nobody cares by Culture20 · · Score: 3, Informative

      If you had even read the summary, you'd know this is about 3d graphics a la OpenGL, not stereoscopic "3d" a la 3d movies.

  27. It has alwasy had a market by tuppe666 · · Score: 5, Interesting

    Why should take off? What's the drive behind it? What need does it satisfy?

    I sold medical hardware through the web using a 3rd party plug-in 10 years ago, and it was wow. Here is a small list
    Education - Planetary Systems, Engines, Inside Human Body
    Lets Break out of 2D - Streetview 3D...or walk where it is unsafe...Warzones, Mars...or even oil rigs safety training ....or lets face it the only really one. SHOPPING, no more multiple static views of item.

    As I said I did this years ago for a company, it looked great, but it was a clunky implementation.

    1. Re:It has alwasy had a market by serviscope_minor · · Score: 1

      , but it was a clunky implementation.

      Well, so's the webGL implementation.

      I remember a story a while back about getting nearly 45 FPS on a shooter on a fast desktop (first gen Core i7) using WebGL.

      Of course the shooter was Quake II.

      Which was nicely playable (don't remember the exact FPS, though it didn't always maintain 45 in very large scenes) on my P133 with an Nvidia Riva128 graphics card.

      --
      SJW n. One who posts facts.
    2. Re:It has alwasy had a market by Anonymous Coward · · Score: 0

      Yes, of course 3D on the web is inevitable.
      We live in a 3D world. If you build it, they will come back to reality, from the un-natural 2D world. The detractors here sound like those railing against a GUI when keyboards can do everything we need.

    3. Re:It has alwasy had a market by devent · · Score: 1

      You can do all of that today in Flash but nobody does it.
      Flash have an installer base of 90% of the web. Why would anybody start with WebGL now, if they could have done it with Flash 20 years ego? The reason is: nobody really need 3D.

      3D will always remain second class (or last class) in a world dominated by 2D display technology. Come back with 3D stuff if you have a halfway working holodeck ala Star Trek. (even then I don't think anybody will go to a holodeck just for Streetview or Shopping [well, maybe shopping, but then you can just go to a real shop]).

      Until a holodeck 3D does not really adds benefits. Sure you can have multiple views of items, but you can do that with a few pictures just as well (or even better).

      --
      http://www.mueller-public.de - My site http://www.anr-institute.com/ - Advanced Natural Research Institute
    4. Re:It has alwasy had a market by DigiShaman · · Score: 1

      And where is this company now? Still in business? Mind sharing a link to said business?

      --
      Life is not for the lazy.
    5. Re:It has alwasy had a market by sourcerror · · Score: 1

      And you've already got Unity and Flash plugin for that.

    6. Re:It has alwasy had a market by prefec2 · · Score: 1

      Why should take off? What's the drive behind it? What need does it satisfy?

      I sold medical hardware through the web using a 3rd party plug-in 10 years ago, and it was wow. Here is a small list
      Education - Planetary Systems, Engines, Inside Human Body
      Lets Break out of 2D - Streetview 3D...or walk where it is unsafe...Warzones, Mars...or even oil rigs safety training ....or lets face it the only really one. SHOPPING, no more multiple static views of item.


      •  
      • 3D in shops is not really necessary. In some cases a rotating view of an object is nice, but it can also be achieved with Flash/JavaFX/HTML 5
      •  

      • Walking through shops in 3D, which was a thing people tried to implement in the 1990ies, failed horrible, because walking takes time. And 3D is no benefit for the user. A catalog is much better.
      •  

      • Mars is a) too far away for live 3D, b) there is no benefit for the user (scientist), c) even if so, they could use other technology already present. They do not need a web-technology
      •  

      • War zones imply military or other similar or related organizations. They need reliable technology. Web technologies are not usable there. And even if they would use web technologies, the 3D stuff would only be there and would not play a role in domestic markets.
      •  

      • Education would not be better because we could animate planets in class. It would be another gadget. And it would be interesting for short, but the tool side is not the problem in education. Education might be the biggest market for such technology, but it is still too small and too dominated by consumers who try to decide reasonable.

      A good driver for technology in the web was advertisement and porn. However, 3D advertisement would be even more distracting than the Flash crap. And people would block it or not installing the 3D component or deactivating that feature. So the need for 3D is limited and unless there is a standard and all browsers support that standard, there will be no 3D.

    7. Re:It has alwasy had a market by Bill,+Shooter+of+Bul · · Score: 2

      To make it practical, you need a cheap way of creating model data from real life items. You need a cheap 3d scanner. Without it, the high cost of creating the model far outweighs most practical uses.

      --
      Well.. maybe. Or Maybe not. But Definitely not sort of.
    8. Re:It has alwasy had a market by Anonymous Coward · · Score: 0

      Adobe flash didn't support hardware accelerated 3D until version 11, which came out a little over a year ago, about 6 months after the start of webGL. That is a lot shorter than 20 years ago, and is in part them seeing other attempts at bringing such 3D content to websites. You could do some really primitive 3D before that in flash, but it was either a matter of using simple tricks, or running really slow with some of the 3D rendering being done in action script... I can see why people would not have leaped at doing that things .

    9. Re:It has alwasy had a market by akluge · · Score: 1

      WebGL has a lot of promise for the educational space. There are a lot of physical phenomenon that are intrinsically 3D, but we continually present them, even in digital for, as 2D illustrations. The electric field of a charge, or better yet of a dipole, is difficult to understand in it's 3D form from a 2D image. Other topics would also benefit from well designed interactive 3D renderings, for example structural engineering, architecture, and history. Think about being able to look at the Parthenon as originally built and painted and being able to take a tour around the outside and inside of the building. Tools like Three.js will make it easier to use, and now a lot can be done with just a little code, or Blender can be used to build more complex models. I don't espouse 3D for the sake of 3D - unless of course you are producing art. But there are a lot of cases, especially in education and information graphics, where it is a strong advantage.

    10. Re:It has alwasy had a market by Zadaz · · Score: 1

      Okay, lets say there's a slick, smooth-as-snot implementation. The software is perfect, it works in any browser - even mobile- without plugins. User navigation is natural and intuitive, and it has a high frame rate even on obsolete devices.

      Well you still haven't described 99% of the web. What do people use the web for?
      1) Interacting with people. 3D chat stinks and always will. Even fully realized 3D worlds like MMORPGs chat has nothing to do with 3D, it's essentially IRC. 3D email's a looser. Email is best navigated as a list.
      2) Finding information. But most information is best displayed as a 1 or 2 dimensional list. You can read pages of information, not 'volumes'. You're already looking at a virtual screen, watching videos or reading on a virtual screen within your virtual screen is a needless and distracting abstraction. And navigating a 1D or 2D space is much faster than 3D. Seriously, try finding the entry you're after in a 3D room full of Wikipedia. You don't want to have to look behind the article on Aardvarks to find the one on Abe Lincoln.
      3) Porn. And having been around the net a bit I know there's some CGI porn out there, it's creepy as hell, and that isn't changing until people want to fuck at the bottom of the uncanny valley.
      4) Shop. While I'd love to have full 3D fly-through of every product I shop for, it's not going to happen for several reasons. First, preparing 3D models of products that look as good as a manufacturer wants it to is incredibly time consuming and often futile. They'd much rather customers see a heavily photoshopped glossy product image. Second manufactuerres don't want people to have full 3D models of their products. It sets the intellectual property lawyers on edge.

      Those 4 cases cover 95% of web use. So no, it won't ever 'take off'. It will always be a niche.

      (Source: My experience working, for various clients on an alarming number projects that tried to do the things above in 3D, dating back to 1996. All of them were embarrassing failures.)

  28. Please define "gimmick" and "edge cases" by tepples · · Score: 5, Informative
    Anonymous Coward wrote:

    There are a few tiny edge cases

    What's with this recurring meme that I've been seeing on Slashdot lately that edge cases should be ignored? If everybody has his own edge case, then why not allow something that handles all the edge cases acceptably?

    but everything else is FPS or gimmick.

    True, one of the first video games with a 3D perspective (Battlezone) was the ur-first-person-shooter, but 3D games in other genres have been popular since the mid-1990s. Or is every other video game genre "gimmick" and "few tiny edge cases" to you? I'm not getting what you mean by "gimmick"; in the circles where I hang out, "gimmick" refers to a 2D platformer for the NES published by Sunsoft with a design aesthetic similar to that of the Kirby games.

    kind of like 3D tv's

    The "3D" in "3D TV" and the "3D" in WebGL are two different things. WebGL just defines a way to project 3D geometry into a display plane. This display plane may or may not be presented with binocular separation, which is what the "3D" in "3D TV" and "Nintendo 3DS" means.

    1. Re:Please define "gimmick" and "edge cases" by slartibartfastatp · · Score: 1

      The "3D" in "3D TV" and the "3D" in WebGL are two different things. WebGL just defines a way to project 3D geometry into a display plane. This display plane may or may not be presented with binocular separation, which is what the "3D" in "3D TV" and "Nintendo 3DS" means.

      That was the most useful comment of all till now. Please, mod it up!

      --
      -- --
    2. Re:Please define "gimmick" and "edge cases" by Anonymous Coward · · Score: 0

      What's with this recurring meme that I've been seeing on Slashdot lately that edge cases should be ignored? If everybody has his own edge case, then why not allow something that handles all the edge cases acceptably?

      The "edge cases" aren't being ignored. They are being served by their own proprietary services (either Flash or something else). But the question was, "why isn't there a generally-used standardized 3D-rendering technique used on the web?" And the answer to that is, because there isn't any real call for it. Most people don't need it, and those that do already have a solution. Pushing an unnecessary standard is a waste of resources that can be better spent elsewhere, so WebGL 3D isn't going anywhere.

      Sure, it would be /GREAT/ if there was some easy-to-use standard that everyone could use. Feel free to whip it up in your spare time, convince application developers to support it, and then teach everyone else to use your new technology instead of what they are currently using.

      Either that, or recognize that if the edge cases are ignored because resources are limited and the world isn't perfect.

      If there ever is a great demand for 3D on the web, you can bet we'll get a new, well-utilized and supported standard to fill that need. Until then, WebGL 3D will languish in the shadows, just like a half-dozen other 3D-on-the-web standards that have come and gone over the years.

    3. Re:Please define "gimmick" and "edge cases" by Anonymous Coward · · Score: 0

      What's with this recurring meme that I've been seeing on Slashdot lately that edge cases should be ignored? If everybody has his own edge case, then why not allow something that handles all the edge cases acceptably?

      There is no generally acceptable solution for all edge cases. You solve one edge case, you've solved it for that one instance and it won't work for the next one or the main problem. It's a time-waster.

    4. Re:Please define "gimmick" and "edge cases" by tepples · · Score: 2

      So how is "ability to develop video games and tours of a structure that run without installation" not a "main problem"?

    5. Re:Please define "gimmick" and "edge cases" by kannibal_klown · · Score: 1

      I think the grandparent meant as normal user interfaces. Like: browsing through files, news, reviews, movies via a hallway with shelves and/or drawers. Or walking into a room and see some visual representation of your processes that you can either kill or interface with to change their priority. Things like that.

      People tried doing that stuff back in the 90's, like in the film "Disclosure" A 3D space to do your browsing and file maintenance. Lots of people tried using game engines and things to make 3D interfaces for specialized tools (the DOOM engine was popular to use).

      Sure, one one hand it sounded kind of cool but in the end it's hardly as efficient as a basic 2D webpage with ordinary browsing or auto-complete. If you want your information now... do you want to walk through a virtual library to find something or just "click" 2 or 3 things to get it (or auto-complete search it).

      So... he's saying that outside of games there are only really a few outliers that truly benefit from 3D interfaces. I'd say medical stuff, scientific stuff, and some other things that aren't really known to the masses.

      Sure, some of that will change in the future. And with Microsoft's Kinect... there have been some neat things done. But it will probably take a new "idea" or way of thinking to really bring a 3D User Interface into the world for ordinary "Joe Sixpack" use.

  29. Been there, done that by bickerdyke · · Score: 2

    Didn't VRML already proof that noone needs content that is hard to create and carries no additional information?

    I can teach a 4th grader to create simple, but complete and useable websites in notepad. Even creating fancy websites is easy with Wordpad, Joomla, Frontpage, Dreamweaver, you name it.

    But did you ever try to create 3D content? And it's definitly not the lack of tools for creating it.

    And what kind of content would you expect in 3D anyway? Back during the VRML hype, the standard rationale why you need it were either games or 360 degrees product views. Add 3D-charts if you want. And now look at the most frequented websites today: In what way would Facebook or Twitter and whatever webmail client you're using need it?

    --
    bickerdyke
    1. Re:Been there, done that by Errol+backfiring · · Score: 4, Informative

      But did you ever try to create 3D content?

      Yes I did. And it is not that hard either. VRML is a great language, I still want language designers to learn from its event handling system. What killed VRML in my opinion, was that the standards body was taken over by a company that wanted to push its own format. Killed by commerce.

      --
      Nae king! Nae laird! Nae yurrupiean pressedent! We willna be fooled again!
    2. Re:Been there, done that by Culture20 · · Score: 1

      Didn't VRML already proof that noone needs content that is hard to create and carries no additional information?

      No, VRML proved that no one wanted to install a plugin to see objects /environments that they can rotate/explore on the one website that they saw with VRML elements. I've seen people impressed with webgl when it "just works" in firefox and chrome, but they wouldn't have bothered to find a VRML plugin (if one is even compatible anymore).

    3. Re:Been there, done that by Anonymous Coward · · Score: 0

      I wager those 4th graders create 3D content on a regular basis. Typically though it's out of playdough rather than vertices.

      Now reconsider whether it's the tools that make creating 3D models on a computer difficult.

    4. Re:Been there, done that by vux984 · · Score: 1

      And what kind of content would you expect in 3D anyway?

      for product catalogs it would be nice -- i don't need them when looking at t-shirts, or jeans. But my wife would like them things with complicated shapes like... shoes.

      But where it would really come into its own would be for parts... replacement parts for large appliances, automotive parts, etc.

      I need to replace one of the clips in my dishwasher. It is a ROYAL PITA to identify which part number to order. And even the pictures aren't terribly helpful.

      Same with car parts... especially when you start dealing with older cars and cross-matching parts between different models and so forth. Scenarios like "I heard my 2002 Toyota X uses the same door handles as the 2003 Ford Y ... and Ford Y parts are cheaper and easier to find. It would be extremely nice to be able to look at the parts in 3D to see if they really are the same.

      Another application for 3D is physics / math / biology / science etc. Where the ability to view / explore a complex object or moving system from different angles is useful.

    5. Re:Been there, done that by bickerdyke · · Score: 1

      That's exactly one of the two uses that were expected to make VRML take off.

      --
      bickerdyke
    6. Re:Been there, done that by vux984 · · Score: 1

      That's exactly one of the two uses that were expected to make VRML take off.

      Wish i knew which one vrml was suppose to latch onto, because they're both pretty obvious applications for 3D.

      I did see some vrml shopping back then, but it suffered from:
      a) low bandwidth of the a largely dialup era

      b) it was adopted by the wrong people -- instead of automotive parts and such where it was actually needed it was only tried out in gimmicky clothing or gadget shops where it didn't matter. Nobody needs 3d models of a cashmere sweater or trendy combination bottle opener-alarm clock-picture frame.

      c) getting 3d models of the stuff is non-trivial. Even today just getting half decent pictures of automotive parts and replacement dishwasher parts that aren't blurry and 150x150 px is hard. Getting them to create the 3d models... not likely. Not unless 3d scanners become really cheap and simple to use.

  30. Why? by danhuby · · Score: 1

    I don't see why we would need pages of information to incorporate 3D elements. The only two uses I can think of are games and gimmicky UI / animations. The former would be better served via native code with a browser plugin (e.g. Unity3D) or a virtual machine (e.g. Java applets). The latter - gimmicky animations - we could probably do without.

    A better use of 3D might be to use XML/HTML/HTTP type technologies to model virtual worlds that can be linked together in the same way we link pages together with anchors. We already had this with VRML and it didn't take off. It might have been ahead of its time, as bandwidth was much lower back then and hardware 3D acceleration was less common. I'm not convinced, though.

    1. Re:Why? by Anonymous Coward · · Score: 0

      Well, you clearly didn't read the article.

  31. Noninteractive vs. interactive by tepples · · Score: 2

    Noninteractive "geometric projections of 3d scenes onto a 2d viewing plane", such as Mona Lisa, can be done server-side. Interactive ones, such as Quake, can be rebuilt for each client platform. True, duplicating effort for each client platform poses an entry barrier, but I can think of a few Slashdot users who regularly post comments showing a desire for entry barriers for anything interactive in order to protect end users from having their time wasted by a glut of novice productions.

  32. C++, OpenGL ES by Dan+East · · Score: 2

    You don't have to use the languages the story states for the various platforms. You use C++ or C and OpenGL for the library and use the same code for all 3 platforms. I know because I've done it.

    --
    Better known as 318230.
    1. Re:C++, OpenGL ES by WilyCoder · · Score: 1

      And how does the webpage call your C/C++ and OpenGL library? How does your C/C++ and OpenGL library paint inside of the window? And how does your library run on BROWSERS on all 3 platforms?

    2. Re:C++, OpenGL ES by Anonymous Coward · · Score: 0
  33. How's the incomestream on your Second Life store? by fantomas · · Score: 1

    Precisely. What do I want to do with a *virtual* 3D space? Or, what do *I* want to do with a 3D space.

    Simulation of virtual spaces, games, showing 3D objects.I think this is what 3D might offer. Until now, quite poorly. But not a great deal of need for me to do that. I suspect for most people it's just not a bit deal. So there's no money in it. How's the income on your Second Life store these days? Selling many sports shoes / domestic electrical goods / holiday packages to Australia? Why *don't* 3D spaces work?

    For the majority of the time, I use the web as an information gathering and dissemination environment so 2D is just fine. Searching for journal articles just works better in text, don't give me virtual bookshelves to fly around, they don't give me any advantages. Posting messages to my professional colleagues works in text. Finding out about the weather works in 2D graphics. I think people need to see some advantages that they can't get from 2D or in any other communication format to take up 3D.

    I've played around with 3D spaces since the mid-90s (SGI Indigo2 can do 3d graphics! let's experiment!) up to having a go at Second Life a few years ago. The big question in my mind has always been "what does it give me that other formats don't give me?". Up to now, I've not seen the "killer app". Any thoughts on what it might be? I am still racking my brains. For an engineer building models, yes, but for general users... I am still looking.

    I live in a real 3D space and interact as embodied being in this space. You are correct, I can conceptualise this kind of environment. But I do so because I have to, and it doesn't mean it's ideal for some tasks. If I could avoid long haul flights by pressing a button rather than catching a taxi, sitting on a train, waiting in an airport, sitting on a plane for 12 hours - great! You and others who believe in 3D need to come up with the advantages over 2D.

  34. Real life is a fairly flat land by tepples · · Score: 1

    Every day I am thankful that my life consists of no more than navigating a 2D space.

    The everyday life of the majority of people has a fractal dimension far closer to two than three. When you navigate the real world, you navigate in a plane, with one dimension north and south and the other dimension east and west. Even when you go up and down, it's typically in discrete units called "floors" or "stories" (spelled "storeys" in the Commonwealth) which can be regarded as separate planes.

    1. Re:Real life is a fairly flat land by Anonymous Coward · · Score: 0

      Interesting, but incomplete. Every time you pick something up (or otherwise manipulate with your hands/body), every time you navigate traffic, and with lots of other interactions with the world, you actually do operate in 3 dimensions.

    2. Re:Real life is a fairly flat land by baffled · · Score: 1

      So you typically traverse paths within a 2d plane, and your vision is presented in essentially a 2d plane with 3d cues embedded. Your perspective of your traversal path limits your view of that space to a small section of it, whereas a 2d working plane on a computer monitor is wholly existent, and the user typically brings objects into and out of that space.

      It seems to me there is much to be done in bringing our physical interaction and our visual interface with computers into a mode that is more intuitive and similar to how we interact with physical reality. Once we reach that milestone we can still take it further by maximizing the efficiency of how our minds track and model concepts that we are working with in tandem with a computer. My guess, at that point we'll need some kind of neuro-interface for sufficient feedback to the system to achieve satisfactory coupling of mind-machine.

  35. SAO hasn't been created yet by Anonymous Coward · · Score: 0

    Because there aren't yet helmets such as those in Sword Art Online

  36. What about 4D!!? by ixarux · · Score: 1

    How about a 4D space-time interweb? Where we can travel through space and time, fight gladiators, ride dinosaurs, wrong our rights, and vanish in a poof of temporal paradox

    1. Re:What about 4D!!? by Anonymous Coward · · Score: 0

      You mean browse back in time to 90's-era websites that thought <BLINK> was cool?

  37. Permission boundary by tepples · · Score: 2

    or you could just write something in OpenGL and compile and run it anywhere you want natively.

    Running something natively generally involves crossing an end-user permission boundary. Remember ActiveX? Furthermore, more and more often, running something natively requires gaining permission from a multinational company to whom device owners have delegated the power of curation, such as Apple or the game console makers.

    Why must we shoehorn every last thing onto a platform that was meant to display text?

    Because it provides a sandbox such that the permission boundary of downloading and installing a native application is not necessary.

  38. Because rasterization is the wrong model. by Anonymous Coward · · Score: 0

    Second Life was capable of subsuming the browser. But it didn't. Rasterization is the wrong way to do 3d. Of course, it was the only way to do realtime 3d until recently. This year, long before the comet hits, spasim will come online: a, or actually THE, persistent toy world.

    spasim.org

    http://www.youtube.com/watch?v=61ITeNlJibQ

  39. Two different definitions of 3D by tepples · · Score: 2

    You appear to be confusing two different definitions of "3D": projecting geometry onto a plane vs. display with binocular separation. See my other comment.

  40. 3-D is content creation and gaming ... by MacTO · · Score: 1

    The primary uses for 3-D are content creation and gaming. The amount of content creation done on the web is limited, primarily due to performance bottlenecks. Simply put, you don't do engineering or video production or create games on the web. The other big application is gaming. That being said, consumers seem to be happy with downloading and installing games on their computers or mobile devices.

    Of course the other issue is that the Internet remains an content delivery medium. A big part of the reason for limited interactivity is that content production is hard. Text is easy to do. Photographs, recorded audio, and recorded video is only slightly challenging. Yet anything beyond that takes too much effort for most end users to care about. That's true when it comes down to editing audio and video, and it's even more true when it comes down to 3-D modelling.

  41. No reason for corporations to embrace it by Grayhand · · Score: 0

    The main push for 3D movies hasn't been audience demand but a means to prevent people from shooting the theater screens to pirate. That isn't an issue for computer monitors so there's no real advantage. For a 3D environment Apple does have Core Animation which performs those functions but it's a lot of coding to make it work. They have some cool examples of 3D databases but until it's user friendly I don't see many applications using it. I can see it a fun way to rifle through image files and some of the new Mac interfaces use it for things like flip books for viewing items. I don't see a driving need for most applications. It's already hard enough searching for files since everyone both Microsoft and Apple decided to hide more and more files for our own good. It's still quicker and easier to do a search string than spinning file trees in 3D.

    1. Re:No reason for corporations to embrace it by Culture20 · · Score: 1

      Webgl is not stereoscopic "movie 3d". It's like OpenGL, allowing 3d rotatable objects displayed in 2d.

  42. Web= text plus some dressing by bigsexyjoe · · Score: 1

    The web is mostly just textual information. There's dressing and markup. There's an isolated video embedded in the text, but mostly it's text. And text is 2D. What is everyone going to create complicated 3D interfaces for?

    1. Re:Web= text plus some dressing by citizenr · · Score: 1

      The only good example in whole thread was product presentation in E-commerce.
      3D model instead of picture gallery.

      --
      Who logs in to gdm? Not I, said the duck.
    2. Re:Web= text plus some dressing by Culture20 · · Score: 1

      The Internet is all text: gopher, FTP, etc. why would anyone want link able hypertext? Or images?

    3. Re:Web= text plus some dressing by Culture20 · · Score: 1

      Science pages, education, 3d city maps, 3d building interior maps for architects or real estate agencies... Plenty more. Now that 3d object creation from multiple pictures is getting closer to usable, people won't need to program to handle it either.

  43. WebGL sucks in most implementations by allo · · Score: 0

    From time to time my android hangs, when loading a webpage, even in background ... after checking why, its every time a webpage with some WebGL-experiment.

    As long as it can make your browser so unstable, its better not to use WebGL.

  44. Re:Niggers by 0xdeadbeef · · Score: 2

    Oh, great, another string theorist waving around his Calabi-Yau shaped penis. Let us know when science is capable of measuring your Planck length prick.

  45. Web3D was horribly mismanaged, that's why... by dryriver · · Score: 3, Informative

    Around 10 years ago, there were some promising Web3D technologies around. VRML was easy to create VR walkthroughs with. But there was no unified VRML browser plugin - there were multiple plugins, each with its own quirks - and it was hard to create meaningful interaction with it. Shockwave3D was introduced with Macromedia Director 8.5. It was great for creating Web3D applications. It failed on 3 counts though. 1) It had no 3D creation UI whatsoever. Everything had to be scripted by hand with Lingo code, which made it a "programmers only" 3D solution. 2) The Flash crowd put a lot of pressure on Macromedia not to develop Shockwave3D further, and to instead put a 3D engine into the Flash plugin. 3) After Adobe bought Macromedia, nobody updated the DirectX 7/OpenGL based Shockwave3D engine for several years. The engine fell behind the state-of-the-art in graphics quality, and the handful of people who were capable of using Shockwave3D stopped developing web3D apps with it. --- Then there is the sorry story of Virtools 3D, now owned by Dassault Systems. Virtools had a great 3D engine, coupled with a visual-programming paradigm that was as easy to program with as connecting visual flowchart elements with lines. Virtools failed terribly in the market because the ahead-of-their-time French company that created it insisted on pricing Virtools at 25,000 Dollars a seat or thereabouts. That was so expensive that Virtools never attracted more than a handful of users, even though it featured a powerful & easy to use toolset. ----- One more case. Quest3D combined a great-looking, web-capable 3D engine with a visual programming paradigm. But Quest3D's connect-the-nodes programming paradigm was not intuitive at all. Even though it was cheaper than Virtools, the idiosyncratic, and some would say eccentric - way you had to program Quest3D caused it to fail. ------ To sum it up in a few words, the companies that WERE capable of creating Web3D authoring tools in the early 2000s made mistake after mistake, eventually causing Web3D to fail completely. Shockwave3D had no GUI for 3D work. VRML was too simple, no good for anything more than interactive walkthroughs. Virtools was great, but cost as much as a fricking car to buy. Quest3D failed on the user-friendliness front. Flash never got a usable 3D engine integrated. ---- Basically, Web3D had lots of potential as far back as 10 years ago. But the lack of user-friendly or affordable tools caused Web3D to fail. ----- Today there are powerful and easy to use 3D engines like Unity for web development. But it took way too long for it to arrive, and the Web3D market went flat - as in "flat coke" - during the years that passed without any progress being made on the Web3D tech-front. ------- Web3D may eventually come back because of another trend, and that is "Augmented Reality". But nobody knows that for certain.

    --
    Why did the chicken cross the road? Because Elon Musk put an AI chip in its head.
    1. Re:Web3D was horribly mismanaged, that's why... by jbolden · · Score: 2

      Great argument. I agree with you. In general video distorted the whole Flash/Shockwave paradigm which could have been an excellent tool for interactivity. It would be nice if someone would stop in and rebuild these.

  46. 3D programming by Anonymous Coward · · Score: 0

    I think at the heart of the problem is the nature of programming 3D graphics itself. Generally, to get the performance one expects out of a 3D application a lot of close-to-machine-level optimization is required. In other words, it requires the sort of access to the machine that you normally don't want to give to web-programmers for security reasons. If you write a JOGL applet, for instance, it has to ask the user for all sorts of scary access to the machine.

  47. Why? by Jawnn · · Score: 0

    Because it is, and always has been, a gimmick for motion pictures. It brings nothing of significant value to the web. Indeed, as in many motion pictures, it would likely be an intrusive distraction, detracting from instead of enhancing the medium. Now, I will qualify my words with a nod toward possible future technologies that actually work. No stupid glasses. No headaches. I fully expect that we will see true stereo-optic 3D technology effectively coupled to already existing "gesture recognition" technology. The potential exists for a dramatically immersive experience, the utility of which can scarcely be imagined. But it is only potential, so the answers to questions about why it isn't "on the web" should be obvious.

  48. Headache? by digitalchinky · · Score: 4, Insightful

    Your friendly radiologist would like to be able to solve your head pain by reading your MRI study in 3D without having to pay 6 digits for a PACS viewer. That is one legitimate, if infrequent, scenario where 3D support in multiple browsers would be welcome.

    1. Re:Headache? by Anonymous Coward · · Score: 0

      What's the likelihood this would reduce my bill?

    2. Re:Headache? by Richard_at_work · · Score: 5, Interesting

      Only if whatever solution is medically certified - my wife can view MRI's at home with full 3D capability using the supplied viewer, it just has a huge warning blazoned across it that says "this device is not certified for medical diagnostics".

      The systems she uses in the hospital for viewing MRI scans on have very high resolution screens that are colour matched regularly.

    3. Re:Headache? by Sporkinum · · Score: 1

      The radiologists here read virtually everything as cuts. If they want a different view, they tell the techs to create it for them. They were trained to identify pathologies looking at cuts. If they really want 3d, which is infrequently, they load it in Vitrea. Also, a lot of MRs have MIPS as part of the protocol.

      --
      "He's lost in a 'floyd hole"
    4. Re:Headache? by Anonymous Coward · · Score: 0

      If someone's willing to pay 6 digits for a single app to perform the specific task of viewing this type of data, then why do you really need more than one browser to support it? Just swap the single app for a single browser.

    5. Re:Headache? by hairyfish · · Score: 1

      Are we talking 3D like Avatar, or 3D like Quake? I can't imagine Avatar 3D being much more useful than Quake 3D since even though Quake 3D is really 2D, you can still grasp depth by moving through an object. Without knowing anything about this, I'm sure Quake technology is lot cheaper than Avatar?

  49. I can see it now by __aaqvdr516 · · Score: 1

    customer: I can't find the link to order your product

    customer service: You need to navigate down the hall to the left.

    customer: I've already been down there.

    CS: Which floor are you on?

    C: I think I'm on floor 5.

    CS: Oh sorry, in that case I need you to go to the stairway, the elevators are down right now.

    C: I can't do that, I didn't purchase the fully functional avatar.

    CS: That's all right sir, we can upgrade you right now for $5.99.

  50. Because ... by tgd · · Score: 0

    Because it has no value. It didn't take off 15 years ago with VRML, didn't take off any time since then, and won't now. It wasn't a lack of standards, or slow hardware, or poor displays.

    Its pure-and-simple, not the way people want to interact with their systems.

    I'd be willing to bet good money that even when full-immersive, jack-into-my-skull VR is finally available, virtually everyone will be projecting virtual pages in front of them to interact with, not getting all Lawnmower Man or all "I know this, this is Unix". (For you kids that don't remember the VRML hype, you may not get either of those references either... sorry.)

  51. simply by Anonymous Coward · · Score: 0

    in my latest chrome browser webgl is slow as shit

  52. Nobody gives a fuck about your shit technology by 0xdeadbeef · · Score: 1

    With HTML5 we're closer to the point where a browser can do almost everything that a native app can do.

    It will always be closer and always be almost, and it's easier and cheaper to write a native app, especially for something performance intensive like 3d. The only reason HTML took off for applications was because of it solved the distribution problem, not the write once, run anywhere problem. Code signing and app stores have provided a better solution to the distribution problem.

  53. Apple HotSauce/Project X by _GNU_ · · Score: 1
  54. Re:It's not 3D, plus sucks by Culture20 · · Score: 1

    You know what stereoscopic "3d" is, but not webgl? Hint: this isn't about stereoscopic views; everything is presented in 2d.

  55. Build it and they will come by Anonymous Coward · · Score: 0

    I think a lot of people miss the mark here. The reason 3D hasn't been embraced on the web is simply that as of yet there isn't demand for it. Before industry will jump in and develop and standardize it, there will have to be enough demand. So quit complaining, take a risk, and innovate a little. Create the next big thing and create a reason.

  56. The problem is 3d for the sake of 3d by thesandtiger · · Score: 1

    Making flat 2 dimensional images seem 3d is really just a gimmick. I don't mind it in movies (I don't have any of the headache issues, and I so rarely see films in theater now that I'm willing to drop a couple of bucks for 3d for something big and splodey) but it's just a gimmick because it doesn't make the environment more interactive or allow you to see anything you wouldn't see otherwise.

    The things that take off on the web are things that make it more interactive and that let the user do useful things. Just looking at 3d images is a neat trick, but it isn't terribly useful.

    Let me take any arbitrary object, turn it around and over, see it from all angles, etc. Porn will probably show the way there - but the point is, 3d could be useful for a lot of things if it's actually done in a way to make it useful.

     

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  57. monitors by Lehk228 · · Score: 1

    Computer monitors are 2D screens so any 3D rendering is merely a projection and thus requires interaction to rotated through and look at. Once we have holo displays (real ones not 2.5D with glasses or 3DS style) or holodecks the web will be 3D until then it will continue to match it's main UI system.

    --
    Snowden and Manning are heroes.
  58. Adobe happened by BeCre8iv · · Score: 1

    Macromedia Director was awesome (for 1999) but was ditched after the Adobe acquisition. Unfortunately most users had dial-up at the time so there was never a mainstream IDE alongside a critical mass user base with enough bandwidth to use the tech.

    --
    This perpetual motion machine Lisa made is a joke, it just keeps getting faster and faster. - Homer
  59. Due to docile people and "boxed" corporations by Anonymous Coward · · Score: 0

    Because we are waiting for corporations to bring us innovation, which will only happen if they see profit in it. That's why some areas have been moving slowly or not at all - Microsofts and Apples of the World don't see big money in it so they don't invest resources. And whenever they do, it's done on their terms, ensuring they have full control over it (case in point: jailed phones). Remember, they know the best what the consumer wants - from the consuming and profiting point of view.

    Yet we do see the power of the innovation among individuals on many OSS projects, but insufficient number of people recognize that or want to join in and help out, else we'd have a real revolution of innovation.

    The Web is not about profit and we do not need corporations to bring us innovation, there's more of us than them. If everyone rejected their method and embraced ours (OSS) we'd see many things done.

    It is an inherent problem of majority of people not willing to learn new things, but reverting to consumerism. Alas, it's always easier to wait for someone else to do the work, or buy it at a store shrink-wrapped in a cute plastic box, than learn how to code, design or build physical things yourself.

  60. Technical Solution in search of a problem by Anonymous Coward · · Score: 0

    Honestly, what is the value that a 3-D system could hope to gain? (i.e. What problem needs to be solved by making it happen?)

    Advantages? Disadvantages? What's the bang for the buck?

  61. 3d printing by Freedom+Bug · · Score: 1

    Lot of haters in this thread. Here's another example of a great use case for WebGL: 3d printing. Use your web browser to create a 3d model. Hit the print button, and it connects to one of the 3d printing services which fedexes the result to you.

    Using a web site is so much more compelling than a standalone app: no installation, easy sharing/collaboration, integration with printing services, etc. But you will want a real computer with a mouse or a Wacom pen -- an iPad app would definitely not work as well.

    And it's not like a printable 3d model is going to require a fancy video card or bare metal speeds.

    1. Re:3d printing by the+eric+conspiracy · · Score: 1

      The killer app for the interwebs is porn. Is there any significant collection of 3D porn? No.

      Therefore there is no need for 3D on the web.

    2. Re:3d printing by Dynedain · · Score: 1

      There's already dozens if not hundreds of 3D authoring apps out there that will all be much better than a web browser hack-on. Why add this to a web browser? Even photoshop has 3D authoring now, and I once built a VRML environment in Notepad. You really want to make web browsers even more bloated with a 3D authoring feature?

      --
      I'm out of my mind right now, but feel free to leave a message.....
  62. Because it makes no sense. by Anonymous Coward · · Score: 0

    Are you some kind of secret moron?

  63. Because We Don't Have 3D Displays by Overzeetop · · Score: 1

    Right now, there is no particular demand for a the ability to trassmit 3D because there are no 3D displays. On a 2D monitor, all you really get is inefficient navigation and an ability to hide stuff from the user.

    --
    Is it just my observation, or are there way too many stupid people in the world?
  64. Depends on how fancy you want it... by taoboy · · Score: 1

    I suffer with the Intel GPU in my personal laptop, so I've long been interested in what can be done minimally. So, here's my take on "Hello World" for VR. using Three.js:

    http://pulpitrock.net/walkabout/

    No shaders required in the current download, but I do have a commented-out shader skybox in the source, look at index.html. A simple y-deformed terrain mesh from a grayscale heightmap, water is just a phong-material mesh, no extra texture. I got the character and basic keyboard/mouse event handling from another Three.js example. In fact, most of it is copy/pasted from other available examples, my intent being to round up the minimum needed to produce a rudimentary 3D VR for subsequent enhancing.

    It will do multiplayer with a broadcast-repeater websocket server, which I have turned off right now because I DON'T TRUST ANY OF YOU!! I used the test-server that comes with libwebsockets, almost without modification.

    WASD keys make you walk around, as do the arrow keys. Drag the mouse around to rotate your view. t-key immediately transports you to the highest point on the island, otherwise you have to walk everywhere. c-key toggles character crouch/stand. x-key toggles websocket connect/disconnect, but there's no server running right now. Oh, I already said that.

    Runs okay in FF18 and really good in Google Chrome. I have had my laptop shut down for thermal, but I was running three Chrome windows to test multiplayer...

    If you want the code, git-pull it here: https://github.com/butcherg/walkabout.git

  65. The tech is Immature and People Game on MS Windows by VortexCortex · · Score: 3, Interesting

    I see a lot of folks who are saying that 3D user interface is a gimmick. I think -- actually, I know --- that there just hasn't been much research into intuitive 3D user interface designs. Look around this page. Everything is rectangular and 2D. That's because memory is one dimensional, and with a wrap + offset you get a cheap 2D raster area. Nearly all user interface is directly affected by the old limitations that 2D rasterizable areas have. However, if you add another plane, or "channel" to the pixel data you can create a depth buffer which beautifully handles rasterization and/or stenciling of non rectangular shapes -- and your GPU is fully capable of doing such compositing, even on most 8 year old PCs or laptops w/ integrated graphics (my "minimum system requirements" rigs).

    I've actually been doing experimental research into 3D GUIs. In doing so I threw away the 2D rectangular "window", like this text box -- Gone. I had to throw them out, they were expensive. With 3D its more expensive to have areas of rectangular windows in the scene -- "clipping" or scissor / stencil operation to prevent objects from being shown outside a rectangle of pixels. It's much cheaper to load all the 3D stuff into the GPU and let the Z-Buffer handle the compositing (after some rough scene-wide clipping code excludes larger areas you won't be able to see).

    One thing I realized is that it costs nothing to tilt things vs having them directly facing the screen. This means I can react to your mouse / head / finger or even eye movement. As you move the mouse to the right I can tilt and rotate the view such that more of the user interface becomes visible. This means you move the mouse less because the 3D elements naturally move towards your cursor (rotating in the opposite direction "around your head"). You effectively get more interface area, and you can have static panels of settings or menus for example off the edges of the screen that come into view as your mouse nears that edge of the screen -- Without overlapping your current workspace (like the Unity panel does in auto-hide).

    The subtle tilting seamlessly reminds your brain where those "off screen" panels are -- Unlike with many current 2D touch UIs (Windows 8, for example), which rely on you to memorize gesture locations. These 2D UIs are inferior in my opinion because they lack discoverability. They place more load on your mind. What's interesting is that I've found that folks who use multiple screens or a large enough screens already utilize their peripheral vision to "track" other information. You notice if a twitter feed updates if it's open on another screen or window. In the real world humans do this too. When we're driving our eyes are sensitive to the movement in the side view mirrors. How do you access that field of view? Simply turn your head -- or in the case of mouse driven 3D UI, move the mouse to indicate your focal intent.

    I literally have to think outside the box when re-creating standard UI elements like lists -- There's no bounding rectangle needed to conform to. I can simply dim the background a bit to add contrast, and let each list item be as long as it wants to be, tilting and sliding to meet your gaze as you read the individual items; No hard top or bottom, you can simply move them into view, and they stretch off into the distance (w/ multiple Levels of Detail for the various draw distances). To overlap items I can slightly tilt one under the other, or fold panels into the scree -- where they're still visible but take up less area -- They can slowly drift to your peripheral vision to keep you aware of them and snap back into the foreground if you move your mouse or turn your head or shift your gaze upon them momentarily.

    There's no reason that you can't use make creating such 3D UIs even more simple than 2D UIs like HTML. For instance, You could simply indicate a section of data be "auto-hideable" and have the user's preference automatically do whatever that means to the user. There hasn't

  66. Because it doesn't serve any purpose on the Web? by divisionbyzero · · Score: 1

    2D graphics provide exponentially more information at once than a command line. 3D graphics, at least for every model I've seen, provides at best incrementally more information and, at worse, less information at once. The only way a 3D interface would work is if the 3D objects have some symbolic value. If you mean 3D for the sake of FPS or modeling, then it'll happen when there is enough demand for it. I just don't see much demand for it from the general population

  67. 3D will remain a gimmick for a long, long time by erroneus · · Score: 2, Insightful

    3D doesn't offer much more than a wow factor... a factor which wears off pretty quickly. The exception to this is in games and simulations.

    Every TV and Movie production featuring 3D has been met with "that was pretty cool, but gives me a headache or was too distracting and I couldn't enjoy the story."

    The best 3D appears in our heads.

    If we were to enjoy a 3D production in the future, it would have to most resemble a stage play allowing the viewer to experience the sensation of being a bystander watching the thing play out. We're simply not there yet... no holograms which is just about the only way to make it happen. It won't stop people from trying and failing again and again, but I think some people get it. Effective 3D would enable people to see things from any and all angles.

    1. Re:3D will remain a gimmick for a long, long time by wasteoid · · Score: 1

      That type of 3D is truly the most useful, especially since standard 2D displays would already work with them. A new interface would be needed to input 3D positional commands to control the virtual camera. Then you could truly immerse your self (camera's perspective) in the scene.

    2. Re:3D will remain a gimmick for a long, long time by erroneus · · Score: 1

      As I was writing my original comment, I was intentionally avoiding the obvious problem with that sort of 3D... the invariable choice of angles, "up the virtual skirt."

      Also, this sort of thing would destroy the cinematic experience as we know it.... well maybe not.... it would make choosing the right seats all the more important.

  68. Java is not the only choice for Android by TheBogBrushZone · · Score: 1

    The Chrome beta track for Android now supports WebGL.

    --
    And behold, a command prompt and he who sat upon it, his name was shutdown and -h 3:11 followed with him
  69. Overhyped by nospam007 · · Score: 1

    Peep shows have always been 3D, but 2D porn Web killed them dead anyway.

    The stereoscopic crap doesn't have any real use, if you put everything in focus it looks unnatural, if not, people are trying to focusing stuff they're not supposed to look at until their eyes almost burst and get a headache.
    Not to mention a large minority with eye problems who can't use it anyway.

    For non headache inducing 3D stuff go watch a show or a concert.

  70. Re:What is the 3d web going to give me that 2d doe by TaoPhoenix · · Score: 2

    While maybe those movies seem a bit dated now, I'll point to ones like Johnny Mnemonic, in which the "3d" involved entirely new formatting of types of information. Minus a lot of the dazzle, in "today's 2d world" (to abuse a business phrase) I can basically only have one panel (however compound) of info in front of me at a time on the monitor, while everything else just has to sit there and wait to be looked at. If anything I have a "pseudo-2.5d" workflow whereupon info is organized in the following hierarchy:
    Current Tab
    Other Tabs in same Browser window
    Other browser windows in the same "slice of desktop"
    Other "desktop slices" (from a desktop splitter, I use Trandesk) which blanks the screen and lets you start all over again.
    While it's a bit much for me, I think you can even run the desktop splitter a second time and add a layer on top of all of that. (My particular program makes a few mistakes but it mostly works.)

    Instead, in what might be a case of "what does a car give me that a horse buggy doesn't", instead if non-text info especially were all merged into a huge multi-colored spatial layout, one "whoosh ride" through the "roller coaster" could leave you with a complete update of the state of all your info in about five minutes.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  71. Why do we still fall for this mock discussion? by 2fuf · · Score: 2

    After 20 years in IT, having heard the same stories time and time again, I'm surprised so many people still fall for this age-old mock discussion. Isn't it obvious that platform manufacturers profit by limiting the access/content developers have to their systems?

    That's why:
    - Sun's Java VM was suddenly dropped from Windows
    - Mono is not a Microsoft product
    - MS wants an app store for Windows
    - Silverlight exists
    - jQuery exists
    - Flash is depicted as bad boy on mobile
    - Xbox exists instead of enabling Windows pc's for console use
    - Document formats like .XSLX, .DOC and .ODS still need converter software
    - no browser manufacturer sticks to the W3C recommendations and standards

    Interoperability and compatibility is bad business. It's a Mexican stand-off or Cold War between the big corporations. Nobody wants to be the loser, so it's easier to stick to your guns than to move towards cooperation.

    All the mock reasons that are given why certain things are 'bad" is just to keep the masses distracted. I'm disappointed in the huge number of hipster developers that swallow this shit for truth and don't see that the advancement of technology has been hugely disabled by this war mongering.

    10 years ago the 'browser wars' took up at least 50% of development time on the projects I worked on as a web dev, and now in 2013 this is still a heavy burden on many IT budgets. Imagine what we could have build if everything worked properly. All the wasted time and money, and so many still fall for the farcical discussion of why one tech is better than another...

    1. Re:Why do we still fall for this mock discussion? by Anonymous Coward · · Score: 0

      Interoperability and compatibility is bad business. It's a Mexican stand-off or Cold War between the big corporations.

      *Thumbs up*

      For sure this is the biggest stopper for technology advancement .

  72. VRML in the late 90's by future+assassin · · Score: 2

    There were quite a few VRML sites out there in the late 90's. You needed the Cosmo Worls player to view them. I used a free VRML editor called VRML Arena to build a few small scenes. I go the player from a book I got in 98, still have it but its been put away somewhere. VRML Arena worked in Windws 95 but in but 98 was missing a dll it required. Strangly in Windows XP it worked once again.

    As for 3D even though VRML was pretty cool now that I look at it, why would I need 3D except for entertainment purposes? Give me a flat web so I can get my info right away.

    --
    by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
  73. Difference between Chrome and IE 8 by tepples · · Score: 1

    The differences between IE, Firefox and Webkit browsers are far smaller than the differences between Windows, OS X and the various Linux distros.

    Even if you have to do something that works on both the latest version of Chrome/Firefox and the latest version of Internet Exporer available for the latest service pack of Windows XP? The best strategy I've seen to handle advanced HTML5 features that don't polyfill well is to punt and require IE 8 users to install Google Chrome Frame.

  74. Are sellers willing to make these models? by tepples · · Score: 1

    Online stores like Amazon tend to show multiple views of products. Why not just provide a 3d model users can rotate themselves?

    Because most businesses selling products through Amazon.com haven't laboriously modeled all the details of all the products that they sell in Blender. In some cases I've seen while working in online toy and hobby sales, you're lucky to have a flat picture at all because the seller outsources most of its warehousing to the distributor, and these distributors don't provide pictures for all products. So how do you recommend that these sellers efficiently build a mesh of each product with diffuse and specular textures? Are online sellers supposed to depend on manufacturers to provide these models when the manufacturers would prefer that end users visit a brick-and-mortar store than buy online?

    1. Re:Are sellers willing to make these models? by leptogenesis · · Score: 1

      Recent technologies suggest that building 3d models is going to become easy and automatic very soon--see, for example, Building Rome in a Day. Sellers will just take a few dozen pictures, or better yet, have a rig that will take a few dozen pictures all at once (cameras are cheap), and then plug the photos into software that automatically generates the 3D model.

      If that doesn't work, use a Kinect.

    2. Re:Are sellers willing to make these models? by julesh · · Score: 1

      Because most businesses selling products through Amazon.com haven't laboriously modeled all the details of all the products that they sell in Blender

      That's ok, because all you need is a set of photographs taken from a variety of angles, and that model can be built automatically.

  75. No plug-ins on mobile by tepples · · Score: 1

    browser plugin

    Safari for iOS and Chrome for Android don't support browser plug-ins.

    1. Re:No plug-ins on mobile by danhuby · · Score: 1

      Safari for iOS and Chrome for Android don't support browser plug-ins.

      ...which is a problem with the native code route. Java applets weren't a bad solution to this problem, but of some reason they fell out of favour. There were a lot of terrible applets, but there was nothing wrong with the technology in my view. 3D acceleration support via OpenGL / Direct3D is there.

  76. Re:What is the 3d web going to give me that 2d doe by drinkypoo · · Score: 1

    What Johnny Mnemonic had that we still don't is a high-res HMD. I mean, they're out there, but Holy $hit. Also, useful gloves. And even then he had to do all kinds of stupid jumping jack gestures, it was a typical hollywood cariacature of what you'd really want to do.

    Actually, I find it somewhat unlikely that we will ever sit at a desk and use gloves and a HMD. They're more suited for AR. You want that stuff when you're walking around, not when you're sitting around.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  77. Painting the bike shed by tepples · · Score: 1

    I can teach a 4th grader to create simple, but complete and useable websites in notepad.

    Can you teach a 4th grader to make SVGs in Notepad?

    But did you ever try to create 3D content? And it's definitly not the lack of tools for creating it.

    At this point we're still at the stage where you have to draw your own fonts because a set of primitives to create the most basic 3D content isn't shipped with the platform. I agree that more work needs to be done, but waiting for a set of primitives before delivering a platform is like waiting for unanimous consent on the final color of the bike shed before beginning any construction.

    And now look at the most frequented websites today: In what way would Facebook or Twitter and whatever webmail client you're using need it?

    It's not Facebook or Google+ or Twitter or webmail itself that needs to be 3D; it's more about what you Like or +1 or tweet about or Send Link.

    1. Re:Painting the bike shed by bickerdyke · · Score: 1

      I can teach a 4th grader to create simple, but complete and useable websites in notepad.

      Can you teach a 4th grader to make SVGs in Notepad?

      I doubt that as you need to have some basic understanding of coordinate systems and coordinate system transformation.

      But there are tools which could be used by 4th graders, that's not the problem. But 3D modelling is a field for experienced artists. Did you ever try to make anything more complex than a box with blender or Maya?

      But did you ever try to create 3D content? And it's definitly not the lack of tools for creating it.

      At this point we're still at the stage where you have to draw your own fonts because a set of primitives to create the most basic 3D content isn't shipped with the platform. I agree that more work needs to be done, but waiting for a set of primitives before delivering a platform is like waiting for unanimous consent on the final color of the bike shed before beginning any construction.

      And now look at the most frequented websites today: In what way would Facebook or Twitter and whatever webmail client you're using need it?

      It's not Facebook or Google+ or Twitter or webmail itself that needs to be 3D; it's more about what you Like or +1 or tweet about or Send Link.

      This cat looks like Hitler! IN 3D!!!

      --
      bickerdyke
    2. Re:Painting the bike shed by tepples · · Score: 1

      But there are tools which could be used by 4th graders, that's not the problem. But 3D modelling is a field for experienced artists.

      Simple programs like Voxel Fun (Android) and Minecraft (PC) are introducing children to the concept of voxel sculpting. Or is there a huge step from that to mesh sculpting?

      Did you ever try to make anything more complex than a box with blender or Maya?

      I made this, this, and this in Blender. That probably makes me an edge case.

    3. Re:Painting the bike shed by bickerdyke · · Score: 1

      But there are tools which could be used by 4th graders, that's not the problem. But 3D modelling is a field for experienced artists.

      Simple programs like Voxel Fun (Android) and Minecraft (PC) are introducing children to the concept of voxel sculpting. Or is there a huge step from that to mesh sculpting?

      From my own experience: Yes. That was exactly the point where I stopped my dabbling into 3D modelling. Was great as long as I tried to remodel my IKEA furniture and other things made out of boxes.

      --
      bickerdyke
  78. Not much by phorm · · Score: 2

    For most people, probably not a lot. However, there are some forms of data that can be better represented in 3 dimensions.
    That said, a lot of those can still exist as Java plugins etc. Yeah, Java has security issues right now, but if we stack too much up on the web layer we'll probably see similar issues/bugs there too.

    Really, for a 3d web-browsing experience to be useful, first we need a readily-available true-3d display (as in, hologram etc) to come around.

  79. Download link by tepples · · Score: 1

    And how does your library run on BROWSERS on all 3 platforms?

    It doesn't. The server uses the user agent to determine which platform the user is on and sends a link to download the native application compiled for the appropriate platform. Then the user uses the browser to download the native application and installs the native application on his computer.

    1. Re:Download link by sourcerror · · Score: 1

      Then the user uses the browser to download the native application and installs the virus on his computer.

  80. The expense of native development by tepples · · Score: 1

    You use C++ or C and OpenGL for the library and use the same code for all 3 platforms.

    That covers Windows, Mac, and Linux. But then you have to replace your computer with a Mac to test the Mac OS X version of an application, or if your current computer is already a Mac, you have to buy a Windows license to test the Windows version of your application if you didn't already have one to test your site in IE. And you also have to convince end users to trust, download, and install your applications, a barrier that a web application doesn't have. And on mobile, you have to buy one of each platform to test on, you have to pay per platform per year to target anything but Android, and Windows Phone doesn't use OpenGL at all.

  81. Exploit vectors by Anonymous Coward · · Score: 0

    WebGL is just another relatively insecure API, offering ways to snatch a virus from web porn adverts; give it 5+ years, until it has either been replaced, or made secure, before you see proper use of 3D on the web.

  82. huh? by Anonymous Coward · · Score: 0

    Why would you need 3D for the Web?

  83. Still waiting on the killer app by MasterOfGoingFaster · · Score: 1

    3D on the web is waiting for the killer app.

    There is a huge amount of 3D CAD data out there. Engineers use 3D apps like Solidworks to create and assemble products. It is not difficult to see that someone will want to make that data available to potential customers. CAD users currently download models of components and assemble them to create custom machines that are fully worked out before the first part is purchased or even seen. 3D laser scanners are getting cheaper. Software exists that can build 3D models from 2D photographs. So the data exists. The question becomes "why and how do we display it?"

    This will happen just like video-on-the-web happened. The YouTube of 3D will appear, and be hailed as the next big thing by the press. Fear of missing the next-big-thing will drive a lot of CEOs to jump on board - just like the all the companies that had catalogs-on-CD, then web sites, and now phone apps.

    --
    Place nail here >+
  84. I still use ActionScript, just not Flash by alteveer · · Score: 1

    http://www.nme.io/ cross compiles to most desktop and mobile platforms and has additional features like UDP sockets.

  85. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  86. Turn 3D authoring into Childs play by the+agent+man · · Score: 1

    A way to bring 3D to the next level will be to make 3D authoring fundamentally more accessible to end users. Imagine, if 3D authoring would be so simple that kids without any modeling and programming background could make their own 3D games and run them in browsers. Unfortunately, the 3D authoring tools that we have are mostly aimed at professional 3D creators. These are great tools but have typically steep learning curves. What we need are Casual 3D Authoring tools. We have explored new ideas of casual 3D authoring and have found that is many cases it can be just as simple if not simpler to have kids make 3D than 2D. As part of the Scalable Game Design project we are running a study with over 10,000 (mostly) middle school students learning about computer science through game design. We have started to use AgentCubes, our Casual 3D Authoring tool, to see if students are motivated and capable to make 3D games. The answer is yes and yes. Look for the 3D games built by students here: http://scalablegamedesign.cs.colorado.edu/arcade/

    This shows how the tools are used but we have also a 100% Web-based version. And, yes, there are free versions: http://www.youtube.com/watch?v=2GWcb3aG2w0

  87. Shadows and glossy reflections by tepples · · Score: 1

    Do shadows and glossy reflections still fool these automatic model builders?

  88. Re:It's not 3D, plus sucks by HaZardman27 · · Score: 1

    This is about rendering 3D graphics with hardware acceleration, you know, the stuff that your video card does. Until recently, to get 3D rendering in a web browser you had to either use a proprietary plugin like Flash or Unity, or rely on slow software rendering. WebGL is a developing standard for giving web browsers an implementation of OpenGL ES 2.0. It can be used for 3D browser games, charts, etc.

    --
    Apparently wizard is not a legitimate career path, so I chose programmer instead.
  89. because by Anonymous Coward · · Score: 0

    it's a stupid idea, just like most of web 2.0

  90. Visual FoxPro by jbolden · · Score: 1

    Huh? Visual FoxPro was killed well into the windows era, mid 2000s. Huge chunks of the code wouldn't work with 64 bit systems they had no reasonable porting strategy. They would have had to do a rewrite and they saw no point in a rewrite. The strategy they had been pushing for years was using SQLServer for the backend and using industry standard communication protocols for the client often written in Visual Basic. This had nothing to do with graphics but rather Microsoft's embrace of 2-tier (and later n-tier) architecture.

    1. Re:Visual FoxPro by methano · · Score: 1

      Huh? I think I'm talking a few years earlier. FoxBase was originally a Mac only product. It was the only relational database that would allow storage and retrieval of graphic elements. It was pretty cool and very fast at the time. Microsoft bought it and lost the graphic storage capability on the Mac real fast. Then the Mac product disappeared. All of this happend around 1996 or so. Your memory has no bearing whatsoever on my original post.

    2. Re:Visual FoxPro by jbolden · · Score: 1

      That dropping of support has nothing to do with graphics. Microsoft's languages division has always been very iffy in Mac support. Microsoft pruned Foxpro immediately dropping the Unix and DOS ports and then the Mac parts. That might have been around 1996 but the product still existed for several more years. If you meant graphical elements support your version of history isn't what happened.

      As for storage and retrieval of graphical elements, that was a GUI function. Microsoft enhanced this capability in Visual FoxPro 9, they didn't kill it. But ultimately Microsoft larger corporate direction was away from XBase type applications and towards fully relational databases whose application layer used MVC. You don't need a different database you just pulled graphics as presentation layer from the database.

  91. inevitable by crisler · · Score: 1

    With more and more touch devices, 3D offers a new and easy way of presenting data to the user and would allow innovative ideas of programmers to be implemented...
    In my opinion as a professional software engineer a uniform support of 3D software on handheld devices is inevitable!

  92. Screw IE by Anonymous Coward · · Score: 0

    I never understood why when MS won't support a standard, it holds everyone else back?
    Put it out there, and if people want it, they'll have to do what they should have done a long time ago and stop using IE. (Probably IE6 for a lot of them.)
    If it is something people want, and MS won't support it, they will lose share. Or they will wake up and support it.

  93. "Will 3D never see the light of day?" by John+Hasler · · Score: 1

    We can only hope.

    --
    Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
  94. Security is a concern by jandrese · · Score: 1

    Web browsers are already very difficult to secure, and adding a hugely complex 3D composting engine is not going to help things. John Carmack even tweeted about this: I agree with Microsoft’s assessment that WebGL is a severe security risk. The gfx driver culture is not the culture of security.

    --

    I read the internet for the articles.
    1. Re:Security is a concern by spongman · · Score: 1

      Webgl isn't a security risk. That's Microsoft fud. What is a security risk is buggy implementations that don't verify their inputs - but the same could be said for jpeg decoding, or any part of the web-page rendering stack. There's no difference between executing code natively on the gpu and executing jitted JavaScript in this respect.

  95. Rare use case by Roogna · · Score: 1

    Honestly the list of good uses of 3D in apps is quite limited. There's certain apps that cry out for the ability to do 3D rendering such as games, or science apps, but the reason it doesn't "take off" is because good 3D is -hard-. Remember the vast majority of the web doesn't look all that nice or well designed even in 2D. Adding 3D models to everyone's tumblr blogs isn't really going to accomplish anything. The groups that need 3D rendering abilities to fill their needs will already do what they need to for it, whether that's Flash, native apps, or whatnot.

  96. No Matter What Bill Gibson Sez... by ios+and+web+coder · · Score: 1

    ...I am in no hurry to "jack in," and neither are any of the users of my sites and apps.

    If there is no direct, usable need for it, then it is just a Sci-Fi toy.

    I am working hard to craft usable interfaces using 2D. 3D will send a lot of my users screaming into the hinterlands.

    --

    "For every complex problem there is an answer that is clear, simple, and wrong."

    -H. L. Mencken

  97. Derp - we haven't reached post-Awakening Earth! by modi123 · · Score: 1

    Duh.. the crash of 2029 hasn't happened yet. That and a nasty patch of BlackIce fried my cyberdeck when I was doing a run against the Lone Star Security Services to free this rigger I need for another run.

    Chummer.

    Source book

  98. The reason they are reluctant by Anonymous Coward · · Score: 0

    Is that it is a threat. Webgl means that ppl can easily make 3d cross-platform browser-based games. Apple, microsoft and the like don't want this because it means they cant lock you in to their platform and app store.

  99. Still too hard by excelsior_gr · · Score: 1

    Let's take a website like amazon as an example. It would be great to be able to look at and rotate 3D models of any item for sale around, look at them from any possible angle, or even take a look from the inside! The problem is, it is still much too hard and time-consuming to generate such content. You can take multiple 2D photos of an object of any size from many different angles and upload them in a matter of minutes, whereas you need whole days to generate the same content as a 3D object that you can rotate, pan and zoom.

    Just having a framework that adds the 3rd dimension is not enough, you need someone to program the content, since 3D scanners do have limitations (size, cost etc.). And in any case, 2D won't be going anywhere because it will always be good enough for most cases.

  100. Texture uploads are KILLER by scorp1us · · Score: 1

    I've been looking into this to make Qt's QML web-friendly. There are utilities to convert exiting 3D apps to JS/WebGL. However every single one fails at texture upload. All the textures are needed before hand to have any part of the UI. It simply cannot be done over the pipes we have today in a reasonable time. Maybe if we could use some download agent to get the textures local and keep them there we could overcome this, but there is still a significant first time start-up delay. Aint nobody got time for that!

    --
    Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
  101. or you could just do it all in java by Anonymous Coward · · Score: 0

    libGDX, built on top of OpenGL wrappers for java called LWJGL, supports all desktop platforms, android, HTML 5, and iOS support has just started to be implemented. Have I missed any? They're still working on full 3d support, but all the 2d stuff works great and it's fast and elegant.

    Short answer: What you're looking for isn't quite there yet, but it will be.

  102. Because WebGL isn't enough by itself... by Assmasher · · Score: 1

    ...If WebGL becomes part of the HTML5 standard AND a low level audio (buffer/bytes level) API is included YOU WILL SEE A REVOLUTION.

    People and platforms will be forced to support WebGL and WebAudio (for example) because they'll simply be left in the behind. Tight audio control is crucial WebGL and low level audio? AWESOME combination.

    --
    Loading...
  103. Priorities by Tablizer · · Score: 1

    What people actually need...is the ability to create functional 3D models and describe them in a language like HTML

    Most common GUI behavior could also be put in some kind of HTML-like markup. JavaScript+CSS+DOM is a P.I.T.A. Let's fix web GUI's first, and THEN worry about 3D.

  104. Pre-VRML by seanellis · · Score: 1

    I've been involved with the 3D-browser market since before VRML. Does anyone remember the Superscape VRT, Visualizer plugin, and the Virtual World Wide Web? The VWWW was a linked 3D world, spanning multiple websites - you could walk from one site to another in a virtual world, back in 1996 or thereabouts.

    There's a problem with the economics of 3D content, but in my view it is beginning to shift.

    On the one hand, creating 3D content is hard. There's a lot more effort in creating a model of a toaster for an online catalog, as opposed to taking a photo (even a nicely lit, airbrushed, professionally produced one). Time means money.

    On the other hand, there is your market. VWWW required a rather hefty download - about an hour on a 28.8kbps modem - and a separate installation process. This limited the number of people who could see the content.

    The tools for creating 3D content are also getting more available, and more automatic, and more pre-built models are available than in the VRML days.

    WebGL has the possibility to crack the audience side of the equation. Three of the big four browser manufacturers are behind it. It just needs a very successful browser game to force the hand of the fourth. What if the next Minecraft was a browser game?

    3D will never replace 2D. But it will become a useful tool alongside it, just as video and Flash do today. WebGL will be an important part of that process.

  105. i'll tell you why by Anonymous Coward · · Score: 0

    because there are already 3d solutions out there that work perfectly, and adding complexity into browsers is never a good idea. i can only imagine how easy it will be to crash a browser and remotely execute code after the first wave of buggy implementations hit our already insecurely programmed browsers. RIP opera.

  106. What does this even mean? by Anonymous Coward · · Score: 0

    Good 3D uses vast amounts of energy. On the other hand, web apps are the least efficient software ever created, passing through multiple abstraction layers that mean vastly powerful CPUs are required to run even the simplest tasks at an acceptable rate.

    Browser logic is so screwed up, there was even a serious debate as to whether it was 'right' for browsers to display video by using the inbuilt H264 (MPEG4 AVC) hardware built into most modern computers. It is scary to KNOW that the majority of open-source advocates demanded that browsers ignore the hardware, and instead use infinitely less efficient software CODECS for much more primitive video encoding.

    Sane people want web apps to use OpenGL ES 2.0/3.0 directly. The looney tunes open-source leadership want web standards that NEVER respect the users hardware. The excuse (and it is an excuse) is 'security'- even though nothing is less secure on your computer than the browser. Even browsers with so called 'sand-box' tech have zero-day exploits that bypass the sandbox. What a remarkable co-incidence.

    Convoluted software built with infinite dependencies that functions through so many layers that no-one can ever trace it properly is a hacker's (and intelligence agency's) dream. Clean and straightforward software is a hacker's nightmare. Web software is thus the ultimate in insecure coding.

    Now even the simplest tablet is tending toward 1GB+ of RAM, we do not need the web tech to be 'clever clever'. Apps can bring in their own code to do the heavy lifting, as they talk to the hardware through direct APIs. What excuse do new web techs have for NOT providing direct access (where appropriate) to things like OpenGL ES? I do NOT care if a sea of losers whine day-and-night about so-called 'binary blobs'. These so-called 'binary blobs' are so tightly coupled to the hardware functional blocks, they can be considered as part of the same- and no sane person calls for open-source HARDWARE blobs, do they?

  107. Sabotaging your message by Anonymous Coward · · Score: 0

    You lost all credibility when you used the term "fanboyz".

  108. Re:The tech is Immature and People Game on MS Wind by Anonymous Coward · · Score: 0

    Smoke less weed and post more videos.

  109. Re:The tech is Immature and People Game on MS Wind by Anonymous Coward · · Score: 0

    I have to reply as AC, because I'll be damned if I'm letting my mods get nullified. Hopefully you'll still see this.

    When you describe the part where moving your mouse means more of the UI gets moved into view, and how each element doesn't necessarily have to face directly toward the viewer and instead can be tilted, I can't help but think that what you're doing is projecting a 2D interface onto a 3D curved surface, such as a cylinder or a sphere, with the user looking at the 'inside' (concave) part of the surface.

    If that's not what you're doing - or, heck, even if it is - please do make a follow-up post with more information. I tried the http://project-retrograde.com/ site, but that seems to contain mostly older content geared toward a more traditional 3D game.

  110. Because there is no real use for it. by Anonymous Coward · · Score: 0

    HTML took off because it was an easy way to put textual data on the internet in a way lots of people could then view. Thus Netscape displaced the CompuServ's and AOL's. HTML Forms took off because they let you buy things on the web without a stupid plugin that only worked with a particular vendor thus Amazon became king. Flash took off because Microsoft, Apple and all the other patent holders couldn't figure out that their patents are worthless if people need to purchase a codec license for each site or video they wish to view and thus Hulu became possible. WebGL has no big driver. Their are wonderful demo's but the complexity and vendor lockin are intolerable to your average web viewer who just wants more caturday. If 3D content is ever produced in significant quality and quantity with a viable business model then people will learn WebGL. till then it's yet another standard looking for a problem.

  111. Re:we still don't is a high-res HMD by TaoPhoenix · · Score: 1

    I agree, hence my disclaimer that it seems "dated", but we're thinking forward. Since I hope we don't still want precisely the same UI in *another* 20 years, I was just suggesting that those were some of the ways more context could be added into the computing space. Another one is sound. I agree they're not here yet, but we're at the brainstorming stage. We got something good, aka the "standard desktop", the companies have a short term tactical play to go all Walled Garden, but that's gotta break eventually, and then someone will explode on the scene with something Oh-Dear-Gawd level that makes everyone wonder why we all did X for so long.

    Random example: We're all still typing on this basically crazy qwerty/azerty/dvorak/something layout when it's purely intertia alone. Maybe "multi-touch" like playing a piano could get some certain functions done way faster. Then anyone with 8th grade music lessons and a year to practice like a bastard can run circles around us. I'm a hybrid peck typist - sloppy handling I know but I'm NOT "hunting" - my fingers are typing this from muscle memory to produce letters. There's no reason we can't get whole words and even sentences in there with a multi-touch UI also including the gloves, which powerfully feature two gestures at once.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  112. Spend some time in an interactive 3d world by ToddInSF · · Score: 1

    Like There.com, and you'll see why it hasn't "taken off"

    Interacting with stupid people, trolls, and retards in 3d just plain sucks.

    Why would advertising and marketing suck any less in 3d than it does in 2d?

    There's only just so much "immersion" people can tolerate.

  113. Need a better 3D document description than WebGL by descubes · · Score: 1

    Taodyne delivers Tao, a 3D dynamic document description language which is quite a departure from HTML + WebGL for building 3D contents.

    Based on our experience, here are some of the key attributes you need for good 3D to take off on the web:

    * Device independence, like PDF or HTML. 3D does not just mean 3D models, but also depth, stereoscopy. You don't want to have to care about the many 3D technologies out there, active, passive, auto-stereoscopic, holographic, whatever. Tao contents adapts transparently, and will look exactly the same on a 2D or 3D display, including 3D without glasses from Alioscopy, Tridelity or Dimenco/Philips. Of course, it degrades gracefully on a 2D screen just like PDF degrades gracefully on a black-and-white printer.

    * Integration of text, 2D graphics, images, movies and 3D objects in the same 3D scene. We are very far from that in HTML + WebGL, where there is practically zero integration between 2D and 3D contents. In Tao, 2D graphics and text obey the same rotations, translation or scaling as 3D objects.

    * Being able to mix pre-rendered / filmed 3D movies with real-time 3D contents. In Tao, you can have 3D movie appear on the screen of 3D model of a TV, with text on top of it, all rendered in real-time. And that scene will show correctly even on an Alioscopy screen in glasses-free 3D...

    * The ability to directly read 3D assets and not just 2D assets. This is almost there for WebGL with Three.js, but still very far from the ease of use of the video tag. By contrast, in Tao, displaying a model that moves with my mouse is nothing more than:

    import ObjectLoader
    light 0
    light_position 1000, 1000, 1000
    rotatey 0.1 * mouse_x
    object "MyModel.3ds"

    Right now, Chrome Experiments are proud to announce "Not your morther's Javascript". We should not collectively take pride in having a web that's for experts only. We want to make things easier to create.

    While the Taodyne 3D dynamic document description language is not available in browsers yet, we clearly see what we did as something that could be part of HTML6. We built it with that in mind. It's text based, and you can reference an URL in images, movies, etc. Actually, we would like nothing better than open-source the whole thing and integrate it with the WebKit, we just don't have the resources to do that at the moment. But if a good soul at Google or Apple is reading this, we can talk.

    --
    -- Did you try Tao3D? http://tao3d.sourceforge.net
  114. You = Morons by Anonymous Coward · · Score: 0

    When we do get real 3D display technology we're all going to be stuck calling it something lame like Ultra4D, because everyone has been too lazy to call what we've got virtual 3D (which is what it is). Every small child with a shred of independent thought is going to experience some cognitive dissonance and trust the world less, all because we're too lazy and stupid.

  115. WebGL and 3D Printing by Anonymous Coward · · Score: 0

    According to the book '3D Printing and the Next Technology Gold Rush - The Future of Factories and How to Capitalize on Distributed Manufacturing' -

    "There is a fundamental shift in technology taking place, perhaps even a second CAD revolution, but this time on the server side. centralised data, computation and rendering with streamed client connections"

    WebGL will become increasingly important as more and more users balk at coughing up 1000s of dollars for traditional CAD software suites. Programs like Sketchfab and Sunglass utilise WebGL for viewing 3D files, and are already squaring up with the likes of Tinkercad and Sketchup. When combined with haptic controllers, these really could become game changers in the rapidly growing field of additive manufacturing.