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Well my stuff isn't Doom3 level so I guess it's useless but I'm building visualization tools for the brain imaging community with WebGL and for that it works gr
by nkassis 15y ago
Well my stuff isn't Doom3 level so I guess it's useless but I'm building visualization tools for the brain imaging community with WebGL and for that it works great. I have no fear that WebGL will do fine, it's an evolution of the Web the same as was seen on the phones. Looks at 2006, did anyone seriously think phones would be able to do much? Then a few years later Carmack shows some cool demo engine for iOS Rage which looks about as good as the PS3.
As for compressed textures. It hasn't been ruled out for ever. This is stil version 1.0 of the spec.
- palish 15y agoI was of course talking specifically about WebGL for games... But it seems like you'd run into many of the same hindrances. For example, how will you get around the 5MB local storage limit? It would be unwieldly to re-download the whole visualization dataset each time, no? P.S. I have nothing but respect for the medical visualization community. A lot of game graphics techniques were derived directly from work done in medical research (for example, BSP rendering and voxel rendering).
- nkassis 15y agoI offer multiple options, 1. they can open local files, option two is obviously to get them from the server every time. For most things they don't usually look at the same stuff multiple times. An average MRI is pretty low resolution and can fit in under 50mb (average 10mb, 50-60 for fMRI scans) of storage thus it's not to expensive to redownload it. For surface data it's even less, my average brain surface is also under 10mb. Most of my users are on University networks which helps a lot. Also applications in the chrome web store can get around the local storage limitation. I'd browsers to offer a quota system where the user can assign a max amount to their applications. That would solve those issues.