Jonathan Hale

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Jonathan Hale

Jonathan Hale

@squareys

CEO / CTO @WebXREngine, opinions my own. #cpp #wasm #webxr #webvr #webgl #webgpu

Germany Katılım Temmuz 2011
643 Takip Edilen703 Takipçiler
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Eric Lengyel
Eric Lengyel@EricLengyel·
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-sl…
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Wonderland Engine
Wonderland Engine@WebXREngine·
We’ve shipped the features behind our recent Wonderland Engine × @ZapparApp webinar. Wonderland Engine 1.5.3 adds Zappar-based WebAR templates as the default tracking tools (image, face, world), plus we’ve added the full webinar recording and short clips for each tracking mode to the release notes. Details and links: wonderlandengine.com/news/release-1…
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Will Eastcott
Will Eastcott@willeastcott·
Closed source is the new open source. 🙃
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
@alightinastorm With WASM based data structure + renderer + physics, you can still write game play code as Javascript just like you do with three.js. And integrate all Javascript libraries. WASM module gives an afficient Javascript interface to the scene data structure.
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David Peicho
David Peicho@DavidPeicho·
In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version. Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled. Running on #webgl via Wonderland Engine
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Wonderland Engine
Wonderland Engine@WebXREngine·
Wonderbricks splits roles: • Wonderland Engine → C++/Wasm web engine, perf + tooling • @Novelab → interaction design & UX for VR + WebMR Open on HeyVR.io in VR, or tap AR to switch into mixed reality and anchor blocks in your real space. We documented the main tech/UX calls: Interview → youtube.com/watch?v=SlwAee… · Code → github.com/WonderlandEngi…
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Wonderland Engine
Wonderland Engine@WebXREngine·
Excited to finally share what we’ve been building with the @ZapparApp team: high‑performance WebAR powered by the new Wonderland Engine–Zappar integration. 🗓️ 26 Feb, 4:00 PM UTC 🔗 Register: zap.works/webinars/build… Very practical session for devs currently fighting performance issues in #Threejs and similar setups. #WebAR #WebXR #3DWeb
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Jonathan Hale
Jonathan Hale@squareys·
@SoftEngineer @Sketchfab @matousekfoto Very nicely done! In the implementation I did for @WebXREngine, I used Basis Universal (usually ASTC4x4) for faster uploads to the GPU, and lower CPU memory footprint (compared to RAW images). What does your tile feedback pass look like?
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Alex Goldring
Alex Goldring@SoftEngineer·
Virtual Textures in the Browser. This is a WebGL 2.0 implementation I did in 2023. The car model is from @Sketchfab by @matousekfoto. It's a worst-case for virtual textures because the texture is generated from photogrametry software and has pathologically bad UV layout. The texture is 16,384 x 16,384 pixels, which is 180 Mb of PNG data. Loading this in Blender would crash Blender for me back then. The GPU memory requirement for this texture is 1 Gb. The VT displays the model after loading just 34 Kb (one tile). The other tiles are fetched in via a smart priority queue in the background as you move camera around the scene. The physical page texture is 2k, which is 16 times smaller than the source. The solution supports multiple separate virtual textures, and has GLTF integration. Texture filtering as well as anisotropy are fully supported as well. You can try the demo yourself here: company-named.com/dev/prototypes… Here's a writeup I did while working on this: discourse.threejs.org/t/virtual-text… The video recorded on a very crummy internet connection and I intentionally reload the page in the middle. The delay comes from the geometry download, actual texture part is near-instant.
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Jonathan Hale
Jonathan Hale@squareys·
The automotive industry has been gaslit into $MM USD server costs/year. 💸 Until yesterday, the standard for high-end configurators was pixel streaming: rendering on GPUs in the cloud for $0.10-$0.25 USD / min / user. Great for the cloud providers, not so great for the OEMs! And still, the business case for 3D web configurators is strong enough, that we have many of those configurators out there. Today configurators became much much more accessible for vehicle manufacturers. Morgan Motor Company and Apache​ reconceived the standard with their Wonderland Engine based configurator that renders directly on the client device, providing a much better, lag-free user experience at negligible server cost. #webgl #webgpu #web3d
Wonderland Engine@WebXREngine

@morganmotor's 3D configurator now runs at showroom quality on mobile with $0/min in streaming fees. Our partners @ApacheXR ditched #PixelStreaming and rebuilt the experience on client-side #WebGL #WebAssembly with Wonderland Engine. The impact: ✅50% of traffic from smartphones, smooth at 60 FPS ✅6.49 minute average session duration ✅ ~100 enquiry leads/month from mobile alone ✅ $0.00/min in server streaming fees. By rendering locally on the device (not the cloud), Apache delivered an app-like experience that loads fast without legacy 15-minute build times. If you are an OEM or Digital Lead, this is the benchmark architecture to measure your next configurator against. See it live: 🏎️ Supersport: configure.morgan-motor.com/supersport/ 🚙 Plus Four: configure.morgan-motor.com/plusfour/ #WebXR #Automotive #DigitalRetail #WebGL #WonderlandEngine #MorganMotor

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