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	<title>Comments on: my thoughts on google&#8217;s 3d experiment</title>
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	<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/</link>
	<description>I wuv you.</description>
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		<title>By: Eugene Lazutkin</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187573</link>
		<dc:creator>Eugene Lazutkin</dc:creator>
		<pubDate>Mon, 04 May 2009 06:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187573</guid>
		<description>@fooburger: I think you got it right: while a markup language can be used to represent a scene graph (and many other things), not every given markup is suitable for that.</description>
		<content:encoded><![CDATA[<p>@fooburger: I think you got it right: while a markup language can be used to represent a scene graph (and many other things), not every given markup is suitable for that.</p>
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		<title>By: fooburger</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187566</link>
		<dc:creator>fooburger</dc:creator>
		<pubDate>Mon, 04 May 2009 04:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187566</guid>
		<description>Not sure what this means: &quot;A markup language (examples: SVG, HTML) != a universal scene graph.&quot;

Markup languages can represent anything and everything.  If there is some other representation capable of representing a &#039;universal scene graph&#039;, then it can certainly be represented in a markup language.  Maybe SVG and HTML aren&#039;t it, but...</description>
		<content:encoded><![CDATA[<p>Not sure what this means: &#8220;A markup language (examples: SVG, HTML) != a universal scene graph.&#8221;</p>
<p>Markup languages can represent anything and everything.  If there is some other representation capable of representing a &#8216;universal scene graph&#8217;, then it can certainly be represented in a markup language.  Maybe SVG and HTML aren&#8217;t it, but&#8230;</p>
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		<title>By: WebDevGeekly &#187; Blog Archive &#187; Episode 11</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187499</link>
		<dc:creator>WebDevGeekly &#187; Blog Archive &#187; Episode 11</dc:creator>
		<pubDate>Sun, 03 May 2009 00:55:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187499</guid>
		<description>[...] Google Releases O3D * Announcement http://code.google.com/apis/o3d/ * Alex Russell loves it http://alex.dojotoolkit.org/2009/04/an-now-for-something-entireoooh-shiny/ * Chris Blizzard on the differences between O3D and the open 3D work being done in Firefox http://www.0xdeadbeef.com/weblog/?p=1223 [...]</description>
		<content:encoded><![CDATA[<p>[...] Google Releases O3D * Announcement <a href="http://code.google.com/apis/o3d/" rel="nofollow">http://code.google.com/apis/o3d/</a> * Alex Russell loves it <a href="http://alex.dojotoolkit.org/2009/04/an-now-for-something-entireoooh-shiny/" rel="nofollow">http://alex.dojotoolkit.org/2009/04/an-now-for-something-entireoooh-shiny/</a> * Chris Blizzard on the differences between O3D and the open 3D work being done in Firefox <a href="http://www.0xdeadbeef.com/weblog/?p=1223" rel="nofollow">http://www.0xdeadbeef.com/weblog/?p=1223</a> [...]</p>
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	<item>
		<title>By: Google plugs PC power into cloud computing &#171; Web Development Bangladesh</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187178</link>
		<dc:creator>Google plugs PC power into cloud computing &#171; Web Development Bangladesh</dc:creator>
		<pubDate>Wed, 29 Apr 2009 01:26:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187178</guid>
		<description>[...] evangelist Chris Blizzard suggested in a blog post that the suddenly accelerating JavaScript performance means a lot of higher-level work needed for [...]</description>
		<content:encoded><![CDATA[<p>[...] evangelist Chris Blizzard suggested in a blog post that the suddenly accelerating JavaScript performance means a lot of higher-level work needed for [...]</p>
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		<title>By: Google and Mozilla 3D Round-up &#124; Guilda Blog</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187122</link>
		<dc:creator>Google and Mozilla 3D Round-up &#124; Guilda Blog</dc:creator>
		<pubDate>Tue, 28 Apr 2009 05:26:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187122</guid>
		<description>[...] should the web go? Mozilla&#8217;s Chris Blizzard compares the debate to Canvas vs. SVG:  Canvas is a very simple API, much like what we’ve proposed to Khronos for 3D support. It’s [...]</description>
		<content:encoded><![CDATA[<p>[...] should the web go? Mozilla&#8217;s Chris Blizzard compares the debate to Canvas vs. SVG:  Canvas is a very simple API, much like what we’ve proposed to Khronos for 3D support. It’s [...]</p>
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		<title>By: Freetracking.org &#187; Google plugs PC power into cloud computing</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187067</link>
		<dc:creator>Freetracking.org &#187; Google plugs PC power into cloud computing</dc:creator>
		<pubDate>Mon, 27 Apr 2009 20:45:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187067</guid>
		<description>[...] evangelist Chris Blizzard suggested in a blog post that the suddenly accelerating JavaScript performance means a lot of higher-level work needed for [...]</description>
		<content:encoded><![CDATA[<p>[...] evangelist Chris Blizzard suggested in a blog post that the suddenly accelerating JavaScript performance means a lot of higher-level work needed for [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Ajaxian &#187; Google and Mozilla 3D Round-up</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187017</link>
		<dc:creator>Ajaxian &#187; Google and Mozilla 3D Round-up</dc:creator>
		<pubDate>Mon, 27 Apr 2009 12:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187017</guid>
		<description>[...] should the web go? Mozilla&#8217;s Chris Blizzard compares the debate to Canvas vs. SVG:  Canvas is a very simple API, much like what we’ve proposed to Khronos for 3D support. It’s [...]</description>
		<content:encoded><![CDATA[<p>[...] should the web go? Mozilla&#8217;s Chris Blizzard compares the debate to Canvas vs. SVG:  Canvas is a very simple API, much like what we’ve proposed to Khronos for 3D support. It’s [...]</p>
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	<item>
		<title>By: The Cheap Computer Geek &#187; Blog Archive &#187; Google plugs PC power into cloud computing</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-187012</link>
		<dc:creator>The Cheap Computer Geek &#187; Blog Archive &#187; Google plugs PC power into cloud computing</dc:creator>
		<pubDate>Mon, 27 Apr 2009 11:17:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-187012</guid>
		<description>[...] evangelist Chris Blizzard suggested in a blog post that the suddenly accelerating JavaScript performance means a lot of higher-level work needed for [...]</description>
		<content:encoded><![CDATA[<p>[...] evangelist Chris Blizzard suggested in a blog post that the suddenly accelerating JavaScript performance means a lot of higher-level work needed for [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Eugene Lazutkin</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-186914</link>
		<dc:creator>Eugene Lazutkin</dc:creator>
		<pubDate>Fri, 24 Apr 2009 19:17:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-186914</guid>
		<description>First of all thank you for very thought-out and well-versed opinion on the current state of 3D in browsers. Your observations on SVG and Canvas are right on the money too (disclaimer: I work on dojox.gfx and work with SVG/Canvas/VML/Silverlight on the regular basis).

But I want to clarify the retained mode vs. the immediate mode. I think that the problem is not stated properly. It is more about scene graphs and where to keep them: on the JS side, or on the browser side (e.g., in C/C++) and corresponding flexibility vs. performance trade-offs.

1) Different tasks (regenerating a picture, processing events, animating objects, and so on) may require different scene graphs. They can be traversed differently (e.g., in different order), organized differently (e.g., using a spacial index vs. a linked list), or processed differently (e.g., all invisible shapes/vertices are removed ahead of time).

2) A markup language (examples: SVG, HTML) != a universal scene graph. It can be used to derive it (to some degree), but it is not the same. The same consideration goes for storage formats.

Being a pragmatist I think that we do need scene graphs that are close-to-the-metal outside of JS, but their construction, and their behavior should be simple and well defined. It should not be a black box. If this problem is solved for Canvas/Canvas3D there is no stopping us (client-side developers) from exploding the market of rich/desktop applications.</description>
		<content:encoded><![CDATA[<p>First of all thank you for very thought-out and well-versed opinion on the current state of 3D in browsers. Your observations on SVG and Canvas are right on the money too (disclaimer: I work on dojox.gfx and work with SVG/Canvas/VML/Silverlight on the regular basis).</p>
<p>But I want to clarify the retained mode vs. the immediate mode. I think that the problem is not stated properly. It is more about scene graphs and where to keep them: on the JS side, or on the browser side (e.g., in C/C++) and corresponding flexibility vs. performance trade-offs.</p>
<p>1) Different tasks (regenerating a picture, processing events, animating objects, and so on) may require different scene graphs. They can be traversed differently (e.g., in different order), organized differently (e.g., using a spacial index vs. a linked list), or processed differently (e.g., all invisible shapes/vertices are removed ahead of time).</p>
<p>2) A markup language (examples: SVG, HTML) != a universal scene graph. It can be used to derive it (to some degree), but it is not the same. The same consideration goes for storage formats.</p>
<p>Being a pragmatist I think that we do need scene graphs that are close-to-the-metal outside of JS, but their construction, and their behavior should be simple and well defined. It should not be a black box. If this problem is solved for Canvas/Canvas3D there is no stopping us (client-side developers) from exploding the market of rich/desktop applications.</p>
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		<title>By: Mark Finkle&#8217;s Weblog &#187; Day Dreaming about Web Storage</title>
		<link>http://www.0xdeadbeef.com/weblog/2009/04/my-thoughts-on-googles-3d-experiment/comment-page-1/#comment-186906</link>
		<dc:creator>Mark Finkle&#8217;s Weblog &#187; Day Dreaming about Web Storage</dc:creator>
		<pubDate>Fri, 24 Apr 2009 15:19:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.0xdeadbeef.com/weblog/?p=1223#comment-186906</guid>
		<description>[...] Chris Blizzard&#8217;s post discussing Google&#8217;s O3D &amp; Mozilla&#8217;s Canvas3D is great comparison of high-level vs. [...]</description>
		<content:encoded><![CDATA[<p>[...] Chris Blizzard&#8217;s post discussing Google&#8217;s O3D &amp; Mozilla&#8217;s Canvas3D is great comparison of high-level vs. [...]</p>
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