1. Tilt: Visualize your Web page in 3D

    Tilt is a Firefox extension that lets you visualize any web page DOM tree in 3D. It is being developed by Victor Porof (3D developer responsible with the Firefox extension itself), along with Cedric Vivier (creating a WebGL optimized equivalent to the privileged canvas.drawWindow, see #653656) and Rob Campbell (who first thought about creating a 3D visualization of a webpage). Everything started initially as a Google Summer of Code project, but now, with an enthusiastic team behind it and so many new features and ideas, it has become an active Developer Tools project.

    Tilt is a fun new Firefox extension focused on creating a 3D visualization of a webpage.

    Since the DOM is essentially a tree-like representation of a document, this tool layers each node based on the nesting in the tree, creating stacks of elements, each having a corresponding depth and being textured according to the webpage rendering itself.

    Unlike other developer tools or inspectors, Tilt allows for instant analysis of the relationship between various parts of a webpage in a graphical way, but also making it easy for someone to see obscured or out-of-page elements. Moreover, besides the 3D stacks, various information is available on request, regarding each node’s type, id, class, or other attributes if available, providing a way to inspect (and edit) the inner HTML and other properties.

    Based on WebGL

    The visualization is drawn using WebGL, for dynamic, fast, in-browser rendering. At initialization, Tilt creates individual 3D objects (structures describing how the webpage geometry looks like) using the DOM, with the BODY as the lowest layer and the base of the document upon which descendant nodes are layered. For each successive level, another platform is built, adding depth to the 3D webpage mesh. For example, stacks are built from DIVs, ULs, or any containing node with children.

    Controls

    Controlling the visualization is achieved using a virtual trackball (arcball), which rotates around the X and Y axes. Other mouse events exist to control yaw, pitch, roll, pan, zoom, as well as various additional keyboard shortcuts. The controller is not tied to these peripherals only however, making it accessible and easily scalable for other input methods or devices. Double clicking a node brings up the Ace Cloud9 IDE editor, showing more useful information about the node and the inner HTML.

    Try it

    You can find the Tilt source code and the latest extension builds on Github, and a development blog with milestone updates on blog.mozilla.com/tilt.

    For now, to test the extension, just download the latest stable build (tilt.xpi: download the file, then open it with Firefox or drag’n drop it on Firefox), install it and search for Tilt inside the Tools menu. Or, you can use Ctrl+Shift+L (or Cmd+Shift+L if you’re on a Mac) to start the visualization. Close it at any time with the Esc key. Tilt works with any webpage, so you can even inspect this blog to see how it looks in 3D.

    Future

    More features are soon to be added, some of which include: modifying and updating the 3D webpage mesh on the fly (as the webpage changes, exposing CSS transforms for each node, plus customizing stack spacing, thickness, transparency etc.), rendering elements with absolute position or floats differently (e.g., hovering above the webpage based on their z-index), creating a more developer-friendly environment and better integration with the Ace editor and the Firefox Developer Tools. (highlighting the currently selected node, instant 3D preview), exporting the visualization to other browsers or applications (as a 3D object file, probably .obj and/or COLLADA).

    The greatest milestone will be achieving seamless 3D navigation between webpages, as in a normal 2D environment.

    For more information about upcoming tasks visit the TODO.md list.

  2. Firefox 4 Beta: Latest Update is Here, with WebGL

    The new Firefox 4 Beta is here, and comes with WebGL activated by default. You can download this new beta here: http://firefox.com/beta.

    Flight of the Navigator is a WebGL + Audio API demo developed by a team of Mozilla volunteers.

    You can see the demo online here (you need a WebGL compatible browser).

    More information about this demo on David Humphrey’s blog (one of the developer of this demo) and more about WebGL in Firefox Beta8 on Vlad’s blog.

    The screencast:

  3. WebGL for Firefox

    This is a re-post from Vlad Vukićević‘s personal blog. WebGL, an effort to bring a GL-based 3D extension to the web, is being standardized through Khronos. The WebGL work is based on the GL Canvas extension that Vlad started and is now being implemented in both Firefox and Safari. Builds that include support for WebGL are now being built every night. This work won’t make it into Firefox 3.6 but may be included in a post-3.6 release. To keep track of the WebGL progress you can follow Vlad or Mark Steele‘s progress.

    Since my post on Friday, we landed a few fixes to improve our WebGL implementation and to fix a couple of bugs we discovered on Friday. I’m looking forward to seeing what people do with WebGL, and how it can be useful on the web right now. For example, EA/Maxis recently added COLLADA export of Creature designs to their popular game Spore, and they have a Sporepedia where players can see others’ creations. Right now, those previews are just as images. With WebGL, they could be fully 3D, even animated.

    Spore Creature View (thumbnail)Over the weekend I’ve put together this example, which uses WebGL to render an exported Spore creature, and let the user rotate the 3D model to view it from different angles. For those who want to try it out, you’ll need a recent Firefox nightly (one from today, September 21, or newer), and with one preference flipped as described in this post.

    I’ll be working to update the very basic “getting started” demos from the GL ES 2 book that I ported to Canvas 3D as well, so that those who are interested in experimenting can have some good basic code to look at. They’re not updated yet, but they should be in the next day or two.

    For those of you on Windows who don’t have an up to date OpenGL driver, or don’t have the possibility of getting one (e.g. many common Intel graphics cards doesn’t have OpenGL drivers), you can enable software rendering by downloading a Windows build of the Mesa software OpenGL implementation. It won’t be fast, but it should be enough for you to get an idea of what’s going on, and to play with some of the demos. To use it, download webgl-mesa-751.zip and extract it somewhere on your computer. It has a single file, OSMESA32.DLL, that you need to tell Firefox where to find: open up about:config, and set the preference webgl.osmesalib to the path of OSMESA32.DLL. If you extracted it to “C:\temp”, you would put in “C:\temp\osmesa32.dll” in the pref. Then, flip webgl.software_rendering to true, and you should be good to go.

    (Mac OS X users shouldn’t need to bother with software rendering, since Apple already provides a high quality OpenGL implementation, and Linux users should be ok as long as they have recent OpenGL drivers installed.)

  4. Announcing Firefox Aurora 10

    We’re happy to announce the availability of Aurora 10.
    (Download and Test Aurora 10)

    In additional to the normal improvements that you’ve come to expect like performance, security and bug fixes, Aurora 10 focuses in HTML5 enhancements.

    New additions

    Developer Tools

    Aurora 10 also implements incremental enhancements like IndexedDB setVersion API changes. Ongoing detailed attention to evolving specifications help to keep Firefox at the front of the Web revolution. (Read more about IndexedDB on MDN.)

    DOM

    • We now fire a “load” event on stylesheet linking when the sheet load finishes or “error” if the load fails.
    • We turn the POSTDATA prompt into an information page (when navigating in session history).
    • We only forward event attributes on body/frameset to the window if we also forward the corresponding on* property.
    • We no longer allow more than one call to window.open() when we allow popups.
    • We fixed a bug where a success callback never fired when a position update is triggered after getCurrentPosition().
    • We removed replaceWholeText().
    • We fixed an error with createPattern(zero-size canvas).
    • We now handle putImageData(nonfinite) correctly.
    • We now throw INVALID_STATE_ERR when dispatching uninitialized events.
    • We’ve made Document.documentURI readonly.
    • We fixed document.importNode to comply with optional argument omitted.

    Web workers

    • We now allow data URLs.
    • We implemented event.stopImmediatePropagation in workers.
    • We made XHR2 response/responseType work in Web Workers.

    Graphics

    • We implement the WebGL OES_standard_derivatives extension.
    • We implement minimal-capabilities WebGL mode.

    JavaScript

    • The function caller property no longer skips over eval frames.
    • We fixed E4X syntax so that it is not accepted in ES5 strict mode.
    • weakmap.set no longer returns itself instead of undefined.
    • We implemented the battery API.

    Offline: IndexedDB enhancements

    • IndexedDB setVersion API changes
    • Added support for IDBObjectStore/IDBIndex.count
    • Various methods accept both keys and KeyRanges.
    • Added support for IDBCursor.advance.
    • Implemented deleteDatabase.
    • objectStoreNames are no longer updated on closed databases when another connection adds or removes object stores
    • IDBObjectStore.delete and IDBCursor.delete now return undefined.
    • No longer throws an error if there are unknown properties in the options objects to createObjectStore/createIndex.
    • We now the errorCode to “ABORT_ERR” for all pending requests when IDBTransaction.abort() is called.
    • Fixed the sort order for indexes.

    Layout

    • We have updated the current rule for handling malformed media queries.
    • We now support the HTML5 <bdi> element and CSS property unicode-bidi: isolate.
    • The CSS3 implementation now supports unicode-bidi: plaintext.

    Media

    • Implemented Document.mozFullScreenEnabled.
    • Enabled the DOM full-screen API on desktop Firefox by default.
  5. Upgrade your graphics drivers for best results with Firefox 4

    Benoit Jacob from the platform engineering team has a blog post on how to best take advantage of hardware acceleration and WebGL in Firefox 4, namely: Upgrade your graphics drivers!

    Firefox 4 automatically disables the hardware acceleration and WebGL features if the graphics driver on your system has bugs that cause Firefox to crash. You still get all the other benefits of Firefox 4, of course, just not the newest graphics features. But for best results, you need an up-to-date graphics driver that fixes those bugs.

    If you’re planning to develop using WebGL, you need to also spread this message to your users, so they will be able to experience the awesome results of your hard work.

  6. The story of an Audio & WebGL Demo: No Comply


    The audio team is made up of a group Mozilla volunteers who developed the Audio API and, most recently,  a new generation of WebGL demos. This is the story of the development of the No Comply demo.

    In the fall, after finishing Flight of the Navigator, our team of audio and WebGL hackers was looking for a new challenge. We’d finished the new Audio API in time for Firefox 4, and were each maintaining various open web libraries, exploiting the new features of HTML5, Audio, JavaScript, and WebGL. We wanted to take another shot at testing the limits of Firefox 4 – then, still in beta.

    Seth Bindernagel had the answer. He’d been in contact with a DJ and producer friend named Kraddy, who had just finished an amazing new album. “What if we tried to do something with his sound?” The idea was too good to pass up, and with Kraddy’s support, we dove into the tracks and started imagining what these songs might look like, when interpreted through the medium of the web.

    «The web that Firefox 4 makes possible is a web ready for artists, developers, filmmakers, and musicians alike»

    Kraddy’s music was easy to demo because of its complex nature, with plenty of emphatic transitions and cue points–this music wants to be visualized! The music for No Comply also provided a dark and introspective sound on which to build a narrative. On his blog, Kraddy had already written about how he understood the album’s meaning:

    This EP is about Theseus’ decision to be a hero and his decent into the Labyrinth to kill the Minotaur. In a broader sense the EP is about the battle we all face when we challenge ourselves as people. We must enter the Labyrinth of our minds and at the center we find our greatest fears. To defeat those fears we must kill a part of ourselves. And in killing a part of ourselves we create the potential to grow into a more developed person.

    Kraddy’s vision informed our early outlines and storyboards. We knew that we wanted to play on the story of the Minotaur and the Maze, and the idea of facing down ones’ own fears. Together we came up with the idea of re-telling the story using a mixture of real-life video and 8-bit video game styling. Because the album was deeply personal to Kraddy, we decided to feature him in the demo. Kraddy agreed to be filmed, and Brett Gaylor used the footage to create the opening and closing video sequences. We also used Kraddy as the inspiration for the demo’s main video game character.

    The launch of Firefox 4 brings a lot to the web, not least WebGL. As the web shifts from a 2D-only to a 2D and 3D space, we wanted to explore the intersection of these two familiar graphical paradigms. Rather than picking just one, we chose to create a hybrid, dream world, composed of 3D and 2D elements. Many people will recognize in our 2D characters and graphics an homage to much earlier video games, like Double Dragon. We wanted to celebrate the fact that these two paradigms can now exist together in a simple web page–everything we do in the demo is one web page, whether audio, video, 2D, 3D, or text.

    Like the Flight of the Navigator(FOTN) demo before it, we chose the CubicVR.js engine to drive all the 3D graphics. Over the months leading up to the demo, Charles J. Cliffe had begun the painstaking process of porting features from his C++ engine over to JavaScript. The simple environment of WebGL and JavaScript allowed for features that even his C++ version did not yet posses to be quickly prototyped. Many bottlenecks had to be overcome during iterations of the demo, as we wanted to push the limits further than before. The biggest hurdle was visibility and lighting. Luckily, Bobby Richter came to the rescue. Using his experience with Octrees, he was able to work with Charles to produce a visibility and lighting pipeline which provides impressive performance for the task. In contrast, FOTN has no visibility system and was shaded by a single global directional light and ambient surface textures (for window lights, etc.) to simulate the rest. In No Comply we were able to push the limits with high poly counts and many overlapping point lights and were still able to reach the framerate cap.

    Creating a 3D world like the one in this demo requires a lot of original content creation, which in turn requires some sophisticated tools. Instead of developing our own, and in the open-nature of our group, we decided to use existing technology like Blender. The community that develops Blender and creates content with it is rich and diverse, and because it’s an open tool, we could add the features we needed when they weren’t already present.

    Our preference for open technologies also meant that the COLLADA scene format was an obvious choice. Unfortunately, as of version 2.49, Blender exports an Autodesk-inspired format of COLLADA, which isn’t quite up to the official standard, missing many important bits of information. Fixing this directly in Blender (with a little bit of Python hacking) let CubicVR stay standards-compliant, and let us milk Blender for all of the scene information we could think of using.

    The demo’s 3D modelling, while important, comprises perhaps only half of No Comply’s original content. An incredible undertaking on the part of Omar Noory provided the textures for the rich environment through which Kraddy rumbles and tumbles. Frequently, spontaneous requests for “an 8 bit trash can,” “a cool sign with our names on it,” or, “some beefy bad lookin’ dudes” were answered almost instantly by Omar’s gracious and masterful digital pen. You may have recognized Omar’s name from his claim to meme-fame with “Haters Gonna Hate”.

    Adding the perfect amount of flare to the graphics pipeline is Al MacDonald’s Burst animation engine. Al not only wrote our sprite animation engine, but also the web-based toolset we used to create the animations. The 8-bit Kraddy and all of No Comply’s 8-bit baddies are driven by animation paths prepared with Burst, and engineered with a set of tools that work right inside the browser.

    In addition to cutting edge graphics with WebGL and <canvas>, we also wanted to explore how far we could push the new Firefox 4 Audio API we’d developed. The Audio Data API allows us to do many new things with the HTML5 <audio> and <video> tags, such as outputting generated audio and revealing realtime audio data to JavaScript. Libraries like Corban Brook’s DSP.js and and Charles’ BeatDetektor.js were used to analyze the audio in realtime and trigger various effects and animation sequences. Tracks of audio triggers were also recorded for tighter sequencing of key elements in the song we wanted to emphasize. One of the really new techniques we played with a lot in the demo was controlling GLSL shaders and lighting directly with audio, punching in and out with every beat and clap. Unlike most treatments of audio on the web, in this demo the song isn’t a background element, but is woven into the fabric of all the visuals and effects.

    Getting a demo of this scale to work in the browser means figuring out how to make every bit of it work fast, and keep framerates high. Everything we do in the demo, from loading and parsing massive COLLADA models, to controlling 3D scene graphs, to analyzing real-time audio data, is done with JavaScript. We think it’s important to point this out because so many people begin with the assumption that JavaScript isn’t fast enough for the kind of work we’re presenting. The truth is that modern JavaScript, like that in Firefox 4, has been so heavily optimized that we all need to rethink what is and isn’t possible on the web.

    We’ve taken advantage of a bunch of Firefox 4′s new performance features, as well as new HTML5 goodies, in order to make this all possible. For example Web Workers let us move heavy resource parsing off the main thread, freeing it for audio analysis and 3D effects. While a large portion of each second is consumed by simply pushing information to the video card, it isn’t necessary for the browser to wait for that to happen. In the background, we can use other threads to load and parse data, so that it’s ready to draw when the main thread needs it. Of course, a host of problems arise immediately whenever concurrency is involved, but we managed to draw a large performance and overall stability increase by utilizing Web Workers.

    Another performance trick was using JavaScript Typed Arrays, which give us a tremendous speed boost when working with audio and pixel data. When you’re analyzing slices of audio data hundreds of bytes wide as fast as possible, your Fourier Transform code needs to be blazingly quick. Thanks to Corban’s highly optimized dsp.js library, this was hardly on our minds.

    Next, we spent a lot of time optimizing our JavaScript so that it could take advantage of Firefox’s Tracing and Method JIT. Writing code that can be easily byte-compiled by the browser makes sure that anything we write runs as fast as possible. This is a fairly new and surprising concept, especially to those who remember the JavaScript of yesterday.

    Part of what appealed to us about writing this demo was that it let those of us who are browser developers, and those of us who are web developers, work together on a single project. Most of the technology showcased in this demo was made on bleeding edge Firefox nightlies and our development process involved lots of feedback about performance or stability issues in the browser. Dave Humphrey focused on the internals of the Audio API, instrumenting and profiling our JavaScript, and helped us work closely with Mozilla’s JavaScript, graphics, and WebGL engineers. People like Benoit Jacob and Boris Zbarsky, among others, were indispensable as we worked to fix various bottlenecks. Part of what makes Mozilla such a successful project is that their engineers are not locked away, unable to work with web developers. Having engineers at our beck and call was essential to our success with such a demanding schedule, and we were proud to be able to help Mozilla test and improve Firefox 4 along the way.

    Beyond the technical aspects of the demo, it also points to the spirit of how these technologies are meant to be used. We worked as a distributed team during evenings and on weekends, to plan and code and create everything, from the tools we needed to the graphical resources to the demo’s final code. Some of our team are browser developers, some web and audio hackers, others are graphic designers or filmmakers, still others storytellers and writers–everyone had a place around the table, and a role to play. We think this is part of what makes the web such a powerful platform for creative and collaborative work: there isn’t one right way to be, no single technology you need to know, and the techniques and tools are democratized and open to anyone willing to pick them up. The web that Firefox 4 makes possible is a web ready for artists, developers, filmmakers, and musicians alike.

  7. Firefox 4 Demos: More 3D!

    Firefox 4 is here! Yeah!

    webgl logoAnd to celebrate the launch, we have released another round of demos on Web O’ Wonder, with 3 awesome WebGL demos! (This new round also introduces mobile-specific demos, see this dedicated blog post).

    WebGL: It’s 3D and Web Content together.

    Demo by Cédric Pinson and Guillaume Lecollinet.

    GlobeTweeter is a perfect example of how you can mix 3D and Web Content. In this page, you can see real-time geo-located twitter activity represented on the planet earth.

    WebGL animations

    Demo by The Audio Team.

    No-Comply is a WebGL animation. With JägerMonkey (Firefox’s new JavaScript engine) and the experimental animation scheduler (mozRequestAnimationFrame), we can now create complex WebGL animations.

    Learn more about the no comply demo.

    This demo has been developed by the audio team who has also created the Flight Of The Navigator demo, where you can find Videos and live Flickr and Twitter content in a 3D city, all build with WebGL:

  8. Beyond HTML5: experiments with interactive audio

    This is a re-post of an important post from David Humphrey who has been doing a lot of experiments on top of Mozilla’s extensible platform and doing experiments with multi-touch, sound, video, WebGL and all sorts of other goodies. It’s worth going through all of the demos below. You’ll find some stuff that will amaze and inspire you.

    David’s work is important because it’s showing where the web is going, and where Mozilla is helping to take it. It’s not enough that we’re working on HTML5, which we’re about finished with, but we’re trying to figure out what’s next. Mozilla’s platform, Gecko, is a huge part of why we’re able to experiment and learn as fast as we can. And that’s reflected with what’s possible here. It’s a web you can see, touch and interact with in new ways.

    David’s post follows:

    I’m working with an ever growing group of web, audio, and Mozilla developers on a project to expose audio spectrum data to JavaScript from Firefox’s audio and video elements. Today we show what we did at www2010.

    I’m in Raleigh, North Carolina, with Al MacDonald for the www2010 conference. We’re here to present our work on exposing audio data in the browser. Over the past month Corban, Charles, and a bunch of other friends have been working with us to refine the API and get new types of demos ready. We ended-up with 11 demos, some of which I’ve shown here before. Here are the others.

    The first was done by Jacob Seidelin, and shows many cool 2D visualizations of audio using our API. You can see the live version on his site, or check out this video:

    The second and third demos where done by Charles Cliffe, and show 3D visualizations using WebGL and his CubicVR engine. These also show off his JavaScript beat detection code. Is JavaScript fast enough to do real-time analysis of audio and synchronized 3D graphics? Yes, yes it is. The live versions are here and here, and here are some videos:

    The fourth demo was done by Corban Brook and shows how audio data can be mixed live using script. Here he mutes the main audio, plays it, passes the data through a low pass filter written in JavaScript, then dumps the modified frames into a second audio element to be played. It’s a technique we need to apply more widely, as it holds a lot of potential. Here’s the live version, and here’s a video (check out his updated JavaScript synthesizer, which we also presented):

    The fifth and sixth demos were done by Al (with the help of many). When I was last in Boston, for the Processing.js meetup at Bocoup, we met with Doug Schepers from the W3C. He loved our stuff, and was talking to us about ideas that would be cool to build. He pulled out his iPhone and showed us Brian Eno’s Bloom audio app. “It would be cool to do this in the browser.” Yeah, it is cool, and here it is, written in a few hundred lines of JavaScript and Processing.js (video 1, video 2):

    This demo also showcases the awesome work of Felipe Gomes, who has a patch to add multi-touch DOM events to Firefox. The method we’ve used here can be taken a lot further. Imagine being able to connect multiple browsers together for collaborative music creation, layering other audio underneath, mixing fragments vs. just oscillators, etc. We built this one in a week, and the web is capable of a lot more.

    One of the main points of our talk was to emphasize that what we’re talking about here isn’t just a concept, and it isn’t some far away future. This is real code, running in a real browser, and it’s all being done in HTML5 and JavaScript. The web is fast enough to do real-time audio processing now, powerful enough and expressive enough to create music. And the community of digital music and audio hackers, visualizers, etc. are hungry for it. So hungry that they are seeking us out, downloading our hacked builds and creating gorgeous web audio applications.

    We want to keep going, and we need help. We need help from those within Mozilla, the W3C, and other browsers to get this stuff into shipping browsers. We need the audio, digital music, accessibility, and web communities to come together in order to help us build js audio libraries and more sample applications. Yesterday Joe Hewitt was talking on twitter about how web browser vendors need to experiment more with non-standard APIs. I couldn’t agree more, and here’s a chance for people to put their money where their mouth is. Let’s make audio a scriptable part of the open web.

    I’m currently creating new builds of our updated patch for Firefox, and will post links to them here when I’m done. You can read more about the technical details of our work here, and get involved in the bug here. You can talk more with me on irc in the processing.js channel (I’m humph on moznet), or talk to me on twitter (@humphd) or by email. One way or another, get in touch so you can help us push this forward.