Changes between Initial Version and Version 1 of WebGLExtensionProposal2016


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Timestamp:
Oct 27, 2016 1:27:57 PM (8 years ago)
Author:
Jon Davis
Comment:

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  • WebGLExtensionProposal2016

    v1 v1  
     1= WebGL Extension Proposal =
     2
     3Byungseon Shin, LG
     4
     5== Motivations ==
     6
     7* YouTube on TV HTML5
     8    * YouTube 360 does not play at smooth 60FPS on embedded devices
     9* WebGL for 360-degree video.
     10* Must support VideoElement source
     11* Should render smoothly (~60 fps)
     12     * Most of the GPU resources are consumed by Color Space Conversion (CSC) processing
     13
     14
     15== VR Technology ==
     16
     17* 360 VR Tech: spherical mapping of equirectangular textures
     18* Maping a flat surface onto a 3D model (in this case, a sphere).
     19* Equirectanular Format: -- A bit like a map projection.
     20* Native OpenGL ES implementation was 60 fps. Video -> libvt - { texture } -> Sphere Mapping (OpenGL) -> Frame Buffer.
     21* Initially tried WebGL, but was SLOW. (~30 fps). Video -> libvt - { texture } -> WebGL (YUV -> RGBA) -> Sphere Mappig (OpenGL) -> Frame Buffer.
     22    * There's an extra step of converting from libvt to RGBA
     23    * In the case of 360VR, final screen size will be far smaller than input screen, but we have to convert full screen to use WebGL
     24    * Three bottlenecks:
     25        * Color Space Conversion (YUV -> RGB): 90%
     26        * Texture Copy inside Video Decoder: 8-9%
     27        * Compositing of WebGL canvas: 1-2%
     28
     29* Currently WebGL only supports TEXTURE_2D (RGBA) as an import. Not YUV.
     30* YUV -> RGB conversion is very slow.
     31
     32== Proposal ==
     33
     34=== OES_EGL_image_external ===
     35
     36* Add an OES_EGL_image_external extension on WebGL. -- Allows YUV textures to be handled without color space conversion.
     37* Solution: currently, WebGL only supports TEXTURE_2D (RGBA). We should make it support TEXTURE_EXTERNAL_OES as well
     38* Expose OES_EGL_image_external functionality to WebGL (define a new texture target TEXTURE_EXTERNAL_OES)
     39* Advantage over existing proposals: focus on extending texture format of WebGL. Make it easy to port and use
     40* 2 issues pointed out in the WG:
     41    * EGL image sync issue (syncing EGL image between video decoder)
     42    * Audio sync (need exact timestamp of the frame currently being rendered)
     43* Also need other per-frame metadata like dimensions of the texture
     44* This approach allows avoiding converting the entire video image from YUV -> RGBA. Instead, only need to decode the region presented in the frame buffer.
     45* This extension already exists in OpenGL. This is just a matter of exposing through WebGL.
     46* Some competing proposals work on a similar problem, but are not as good a fit
     47
     48== Challenges ==
     49
     50* Audio sync is a key challenge to overcome.
     51
     52== Questions ==
     53
     54* Why not just decode the portion of the image that will be displayed?
     55    * Might work if the viewport is fixed, but this won't have optimal performance when changing the viewport