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Kristian Sons
Lives in Saarbrücken, Gartenstr
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Kristian Sons

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Use JavaScript to author #WebGL materials! shade.js will compile it to efficient GLSL shaders. In our little Shade Studio you can try it out (be aware that shade.js supports a small subset of JavaScript).
Interactive editor for shade.js material descriptions. Shade Studio lets you author materials in JavaScript and compiles the code to efficient GLSL.
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André Gm's profile photoKristian Sons's profile photoDan Welsh's profile photo
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Works fine for me in Chrome for Android on Nexus 5. shade-studio's UI is not very friendly for this kind of devices though. Thype chrome://gpu into location for good information why things might not work.
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Released version 0.3.0 of the XML3D Blender exporter:
https://github.com/ksons/xml3d-blender-exporter

New features:
* Asset Clustering
* Statistics in Preview template
* Improved UI for exporter options
* Bugfixes: #9, #10

The chart gives you a good overview, which assets make up the main payload of the scene.
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znort Gant's profile photoJuan Carlos's profile photoAnthony Kavassis's profile photoGame World's profile photo
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+Kristian Sons do you have some link to show me made with this stuff?
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Kristian Sons
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Dear XML3D users,

we are happy to announce version 4.8 of xml3d.js!

Here the new features from the Changelog:

*   Recursive Assets 
*   Load Events
*   iOS 8 Support
*   New build system based on grunt
*   Improved texture filtering
*   Draw multiple line strips in a single mesh 
*   Bugfixes


Thanks for the contributions from external users (Cyberlighting, Intel) and to all users! We are looking forward for your feedback.

Enjoy your holidays,
  The XML3D Team
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Kristian Sons

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XML3DRepo @ AUTOCAD Magazin
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Ob Jumbojet, Bahnhof oder Computerspiel – eine Vielzahl unterschiedlicher Spezialisten plant, entwickelt und baut sie mit Hilfe dreidimensionaler Modelle. Dies geschieht mit Spezialsoftware, die nicht jeder hat. Dadurch wird es oft sehr schwierig, gemeinsam Projekte zu bearbeiten. Es fehlt ein Programm, mit dem Ingenieure anhand von 3D-Modellen kommunizieren und Entwicklungsschritte nachvollziehen können. Saarbrücker Informatiker helfen hier mit ...
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Schöner Artikel, Kompliment. Papa
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Kristian Sons
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I'm subscribed to a discussion on adding ASM.js to Chrome. After seeing a new message there, I thought I'd give unrealengine.com/html5 a go and see how well it performs in Chrome and Firefox. On Linux, the framerates weren't great (around 15 - 30 fps) thanks to the fact that graphics drivers still absolutely suck on Linux. Plus, after the first run on Chrome, it refused to play as smoothly, so testing would have suffered.

So I switched to windows. The images included in this post reflect the scores I got in windowed and fullscreen modes on both browsers (most recent stable channel), and a second set for Firefox when I uncapped the FPS. Unfortunately, Chrome doesn't seem to have a way to uncap FPS, so I can't get it's true score. Based on just what I saw, I think Chrome might barely edge out Firefox if it weren't frame-limited, based on Chrome having less stutter when both were capped. Still, can't know for sure. I actually have a feeling rendering may be the bottleneck, as CPU usage wasn't a huge factor while running these.

An interesting thing about all this is that Chrome technically doesn't use ASM. It actually ignores the "use asm" flag and just executes it like it would any other JavaScript. Firefox on the other hand uses what amounts to an entirely different JS engine to execute the code, which is extremely optimized for the ASM subset. Chrome has made a bunch of optimizations to V8 since ASM started becoming a thing in Firefox, so they have optimized for it some, but mostly those optimizations were for javascript in general and they still don't optimize specifically for ASM.

I really wish Chrome allowed changing the fps cap, just so I could see exactly how these two browsers measure up in this benchmark. I am excited to see that ASM.js code will run in Chrome just fine from here on out, and without having to specifically define it as ASM code even.
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Kristian Sons
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This is what Rainer did some time ago for XML3D. Seems to be OBJ based. Would be nice to wrap it into a service...
 
5 minutes screencast on converting OpenStreetMap XML data to JSON & rendering with WebGL in 3D (using Three.js)
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Kristian Sons

Libraries  - 
 
Use JavaScript to author #WebGL materials! shade.js will compile it to efficient GLSL shaders. In our little Shade Studio you can try it out (be aware that shade.js supports a small subset of JavaScript).
Interactive editor for shade.js material descriptions. Shade Studio lets you author materials in JavaScript and compiles the code to efficient GLSL.
13
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Steve Broome's profile photoKristian Sons's profile photoDan Welsh's profile photo
2 comments
 
Thx +Steve Broome ! I'm currently working on an #xml3d / #blender3d exporter to generate shade.js code from cycles nodes. However, some way to go... https://github.com/ksons/xml3d-blender-exporter
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Hi, I just released alpha version 0.2.0 of the XML3D Blender exporter:
https://github.com/ksons/xml3d-blender-exporter

It now supports armatures and animations (at least some of the many variations possible in Blender). Hope you enjoy the video!
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Adventures In Blender's profile photoSusan Arango's profile photoMark Phelan's profile photoGame World's profile photo
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+Banzi Sithole I didn't model or animate the models. Unfortunately I'm not a talented modeler :)
I just wrote the exporter. The sources of the models can be found in the description.
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Hi,

I released a (very early) version of a new XML3D exporter:
https://github.com/ksons/xml3d-blender-exporter

It exports the Blender scene to XML3D, which is an extension to HTML to describe 3D graphics. The xml3d.js implementaiton is based on WebGL and JavaScipt.

Currently, the exporter only supports the very basic geometry, materials and lamps. However, more features to be added in the upcoming weeks.

I'm very happy for your feedback, issues, contributions etc.

Happy new year!
  Kristian
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Patrick Depoix's profile photoKristian Sons's profile photo
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Here the same scene on my cell phone:
https://www.youtube.com/watch?v=6KPL-OSCRaI
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Kristian Sons
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Kristian Sons
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This could be intersting for those working on xml3d.js development for mobiles.
 
DevTools port forwarding allows localhost URLs to work on mobile

+Umar Hansa shares his new workflow:
1. Chrome to Phone my localhost URL from desktop
2. Remote Debug the mobile localhost page and enable port forwarding
3. Refresh and observe that no command line was needed!

Keep in mind that Port Forwarding is an experimental feature.

Chrome to phone: chrome.google.com/webstore/detail/google-chrome-to-phone-ex/oadboiipflhobonjjffjbfekfjcgkhco?hl=en
ADB Extension: github.com/repenaxa/ADBPlugin

Full size animation: http://cl.ly/image/200y1f2L0I2u (6.2mb)
See +Paul Irish's Google I/O video for more cutting edge devtools features: http://youtu.be/x6qe_kVaBpg
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In his circles
119 people
Have him in circles
93 people
Kristian Sons's profile photo
Jochen Grün's profile photo
Helen Byrne-Jacob's profile photo
Anna Pinckernelle's profile photo
Stefan Warwas's profile photo
Oliver Keller's profile photo
Benjamin Friedrich's profile photo
Sergiy Byelozyorov's profile photo
Sandy Ressler's profile photo
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Saarbrücken, Gartenstr
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München, Chiemgaustr - Wedel - Wiesbaden - Oberjosbach - Toulouse
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