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Updated: 2016-05-12T20:06:53+02:00

 



Making Love to WebKit

2012-01-09T00:00:00+01:00

Parallax, GPUs and Technofetishism If the world is going to end in 2012, Acko.net will at least go out in style: I've redesigned. Those of you reading through RSS readers will want to enter through the front door in a WebKit-browser like Chrome, Safari or even an iPad. The last design was meant to feel spacious, the new design is spacious, thanks to generous use of CSS 3D transforms. CSS 3D vs. WebGL This idea started with an accidental discovery: if you put a CSS perspective on a scrollable
, then 3D elements inside that
will retain their perspective while you scroll. This results in smooth, native parallax effects, and makes objects jump out of the page, particularly when using an analog input device with inertial scrolling. This raises the obvious question: how far can you take it? Of course, this only works on WebKit browsers, who currently have the only CSS 3D implementation out of beta, so it's not a viable strategy by itself yet. IE10 and Firefox will be the next browsers to offer it. There's WebGL in Chrome and Firefox that can be used to do similar things, but WebGL is its own sandbox: you can't put DOM elements in there, or use native interaction. And any amount of WebGL rendering in response to e.g. scrolling is going to involve some amount of lag. Still, I wasn't going put a lot of effort into making a CSS 3D-only design without some backup. That's why I actually built the whole thing on top of Three, mrdoob's excellent JavaScript 3D engine. Aside from providing a comprehensive standard library for 3D manipulation, it also lets you swap out the rendering component. Out of the box, it can render to a 2D canvas, a WebGL canvas, or SVG. The DOM Scenegraph So I augmented it with a CSS 3D renderer (GitHub). It reads out the scene and renders each object using DOM elements, shaped and transformed into the right 3D position, orientation and appearance. They sit ‘in’ the page, and the browser projects and composits them for you. Of course, this only works for simple geometric shapes like lines or rectangles, but luckily that's all I need. It would be too slow to have to render out new elements for every frame, so the CSS 3D renderer's elements persist. Moving or rotating an object involves just changing a CSS property. Same for the camera: the entire scene is wrapped in a
that has its own 3D transform. So it's VRML all over again, but this time, it actually sort of performs. With our browsers being actual 3D engines, it's not a huge leap from here to having a tag in HTML6, can-of-worms-factor not withstanding. Having built a quick prototype, I was satisfied with how well it worked, particularly in Safari on OS X, where the cross-pollination from the iPhone's mature tile-based GPU renderer has clearly paid off and there is no lag at all. The DOM tree of this page. Yup, nasty. Previous design (Archive) Initial sketch Scene editor Design Process Now all that was needed was a design. Last time I drew out a manual perspective drawing in Illustrator, which was tedious, but still basically came down to designing a flat image. This time, it would have to work in 3D. I started with a quick sketch to get a feel for the perspective, now that it no longer needed to double as a flat frame for the site's content. Simple geometric shapes, parallel lines, consistent angles. Simple enough. But if real perspective was involved, I would have to place items so they would look good from multiple angles, and each would need convincing depth and shading. To do this all by hand, typing out coordinates and perpetually refreshing the page, would take forever. So instead I built a simple editor to speed up the process. It's super ghetto, and basically just exists to manipulate the colors, positions and orientations of objects in a Three scene. It spits out a JSON object describing them, which can then be unserialized again[...]



JavaScript audio synthesis with HTML 5

2009-08-12T00:00:00+02:00

HTML5 gives us a couple new toys to play with, such as

Enter the JavaScript audio synth. It generates a handful of samples using very basic time-domain synthesis, wraps them up in a WAVE file header and embeds them in

My final attempt was to generate tons of periodic audio loops only a couple of ms long, and to play them back with looping turned on while altering each tag's volume in real time, hence doing a sort of additive wavetable synthesis. Unfortunately, looping is not a fully supported feature, and the only browser I found that does it (Safari) doesn't loop seamlessly at all.

All in all, my first brush with the