While developing our own Physically Based Rendering solution for the web, we get our hands on the Marmoset Toolbag 2 solution which is in our point of view the actual reference in terms of quality and expectation we can hope from a WebGL based browser viewer.
Running large application at native speed in the browser is not only a milestone for the gamer community: we would better think about it as what might be called the “Web 3.0” or something like that in the few year coming...
Here is a thought that came to our mind after playing for a while with webGL. While the technology is flexible enough to support any landing or promotion page, its future remains in the hand of game companies with the port of their smartphone games.
With a modern browser, the trend is to load more and more computing on the front end. For graphic purpose GPU can now wisely be used and is becoming required more and more. The road opened with WebGL is obviously followed by General Purpose GPU technologies: WebCL (Khronos group) or River Trail (Intel).
Browser vendor are developing media libraries for WebApps dealing with heavy media stream. Real-time communication, P2P streaming or simple access to the hardware feature are the backbone of the WebRTC technology
All the 3D around the web is low-resolution, low-polygon, low-antialiasing based solution. In an other side off line CG rendering is all about high-resolution hight spec image processing. Between those two limits nothing exist. Well, not exactly,