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Developing Interactive
3D Experiences in HTML5
Carlos Ulloa
HelloEnjoy.com
FITC Amsterdam 2014
@C4RL05
GFX

AUDIO

INPUT
Developing
Interactive 3D
Experiences in
HTML5
1-CLICK
WORK
FLOW
Workflow first
& then performance
Test early
First build in 2 weeks
Test often
One or two builds per week
Prototype
From concept & design
GFX
GAME LOOP
Optimise
your game loop
Object Pooling
Minimise garbage collection
Spread
& interpolate over frames
TIME
Frame Rate
Independent
requestAnimationFrame
deltaTime
Since the last frame
Multiply by

deltaTime
to update values

per second
instead of per frame
Cap deltaTime
< 0.1 second
timeScale
Multiplies deltaTime
Keep Sync
with music & video
THREE.JS
Examples
threejs.org/examples
Source Code
three.js/src
Docs
threejs.org/docs
ASSET PIPELINE
MATH
VEC

QUAT

MTRX
VECTORS
Vectors
Represent position, direction,
velocity, acceleration, forces…
( x, y, z )
Not very intuitive on multiple axes
object.position
Local position
object.scale
Local scale
|a|
Magnitude
|a| = 1
Normalized
+
DOT PRODUCT
Dot Product
|a| |b| cos
Dot Product
+
CROSS PRODUCT
Cross Product
|a| |b| sin
Cross Product
QUATERNIONS
Quaternions
Represent rotations
object.quaternion
Local rotation
Multiply quaternions
to rotate a vector or another rotation
Slerp quaternions
to interpolate rotations
Avoid Euler
on multiple axes
MATRICES
Matrices
Represent transformations
i.e. position, rotation, scale
object.matrix
Local transform
object.matrixWorld
Global transform
Multiply matrices
to transform a vector or another matrix
Transform methods
lookAt, translateXYZ, rotateXYZ,
localToWorld, worldToLocal
OBJECTS
HIERARCHY
GROUPS
PIVOTS
Children methods
getDescendants, traverse
Helper Objects
Arrow, Axis, Bounding Box,
Camera, Grid, Lights
MESHES
Geometry
Build your own
Vertex Color
Paint, bake or create in code
TEXTURES
Mip Maps
Smaller versions of the texture
Offset & Repeat
Transform textures
Anisotropy
Fix mip map artifacts
Wrap
Repeat, Clamp, Mirror
Clamp Wrap
Fix artifacts on texture seams
RGBA
Use all channels
LIGHTS
Dynamic Lights
Real-time surface illumination
Baked Lights
Better quality & performance
Lightmaps
Global illumination
Vertex Bake
Quality depends on geometry
CAMERA
Avoid
default camera settings
Near Plane
Occlusion & fill rate performance
Far Plane
Horizon pop up & removed geometry
FRUSTUM
CULLING
Near

Far
Bounding
Sphere
FOV
Vertical angle
FOV
FOV
Different for each scene
POST PROCESSING
FXAA
8X
8X
SSAO
Cry Engine
GLOW
VIGNETTE
OPTIMISE
Profile & measure
Understand what’s going on
GPU

CPU
GPU
GPU?
Faster in lower res
GPU
Many pixels, fill rate bound
CPU
CPU?
Faster with objects disabled
CPU
Many objects, many draw calls
DRAW CALLS
Minimise
state changes & draw calls
Batching
Combine meshes with same material
Batch Static
Always combine static objects
Combine Materials
Use vertex & textures to differentiate
Texture Atlas
Combine textures
Multiple Passes
Multiple draw calls
SHADERS
Objects < Vertices < Pixels
Vertex
Instead of fragment
Precission
Colors & normals
Alpha Test
Instead of Alpha Blend
Fragment Math
Avoid pow, sin, cos
Vector Math
Dot & Cross Product
LOD
Level of detail
Simpler far away objects
Optimised
geometries or materials
Sprites
& particle systems
Skybox & Rings
for very distant objects
MOBILE
Mobile < Desktop
Low Polycount
> 500
Overdraw
Depends on the GPU
Fill Rate
devicePixelRatio
Upscale
For higher resolutions
Downscale
For higher quality renders
Simple Shaders
Minimise fragment complexity
No Bumps
Avoid normal mapping
No Lights
Avoid dynamic lighting or shadows
No Fog
Only on vertex shader
No Post
Avoid full screen effects
lowp
getShaderPrecisionFormat
AUDIO
WEB AUDIO
Audio
Processing & analysis
Audio Node
Web Audio API building block
Panner Node
for positional audio
Logarithmic
scale for spectrum analysis
INPUT
KEYBOARD
Analog
Simulate key pressure
Each key
on its own
Combine
keys to create axes
MOUSE
Pointer Lock
Relative mouse movement
Relative Mouse
Accumulated deltas
DPI
& different screen sizes
Sensitivity
Users ignore settings
TOUCH
Relative
touch controls
Orientation
How users hold the device?
Secondary
touch support
LEAP MOTION
Smooth
Introduces lag
Calibration
Don’t leave it to the user
Relative
Real time calibration
Slides
helloenjoy.com/docs/3DJSDev.pdf
DANK U
helloenjoy.com

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