So, after, like, 14 years, it kind of looks like this, it's a bunch of people that are main contributors, but there's a lot of people that are, like, helping a lot. For those of you that don't know, I'm going to give a little bit of introduction, a little bit of background, too, like, originally, this is actually longer than 14 years ago, I started doing, like, 3D engine work, exploring this, like, in Flash, already, in 2006, 2007, and, like, kind of was working on that for a few years until, you know, there was, like, when we started to see that there was an HTML5, and we were going to move into that, so I actually started to port the code that I had to HTML5, and I was actually using SVGs for rendering it, because SVG was similar to what Flash was using for rendering 3D, and believe it or not, I was basically, like, creating a new SVG every frame, I was deleting all the nodes and adding all the nodes for all the triangles, but I think at the time you could only do 2,000 triangles or something like that, like a scene with only 2,000 polygons, it would be too difficult already for the CPU.
Then we had canvas 3D, and, like, you know, it is a much better option for it, but still it's not the most optimal, and then, like, 2011, we had, like, we got WebGL on browsers, which is what you want to use, like your computer has a GPU, you want to use your GPU for doing 3D. I'm going to show, like, you know, you can go to the website to see some of the projects that people have been doing. I should try, I'm supposed to update this, I'm two years late for updating, like, you know, the latest projects, but one of my favourites is this Japanese company that really went all overboard on all the things that you can do with it, so, you know, this is just a normal website. Like, this is the introduction. You can move around, like, play with the things, and go to the next section, now, like the animal becomes refractive, go to the next section, like, you know, it is more like an informative and a very, like, trippy way, I guess, and this section you can move the pen around and draw on the floor, and eventually, like, the animal just flies away. This to me really brings a lot of the kind of creativity that people, or the kind of website that we used to see with Flash, which is always going to be the battle of the people saying, like, this is not useful, and this is, like, boring, so, you know, I still go with the kind of more pretty things and more, like, experimental things. That's mostly like plain JavaScript.
There's also you're used to using frameworks. For React, there's React ReFiber which brings all the components, like approach from React, and make it much more, it's much more easy for people, like you don't have to learn that much of how things work, how to connect things, you can just connect things, put things together much easier. For Vue.js, there is Trace.js, similar approach, it would be nice if there was an easier way for all of them to reuse components, but it's a similar idea. Basically it's kind of a dialect of the language that we had in JavaScript but, like, you know, in every different flavour. If you use Velt, it's also like Threlt which is the same thing, all using the same kind of like some of the code that we have done on the base, but some of them do their own components and their own work to make things much, much easier. And if you're more into like no-code kind of thing, there is a popular one which is also like using 3.js underneath, and it's a pretty good tool for creating prototypes and for more designers to play with. There is also more recently, like, Gareth has been working on path tracer. For those of you that don't know, this is more basically not focused on realtime, but it's more similar to Blender or any 3D software like Maya where you are able to render a scene in a way that looks much more realistic. But the idea is that it basically uses the same, like, you know, tries to use the API as much as possible, so right now your project has a scene that you're defining, like, you know, a good example for this is if you're doing like a furniture shop or something that you want the person to customise the furniture, and you want them to be able to see in a more realistic way how the furniture is going to look like, then you can use this for doing a slower, lower render. So if you have any kind of scene that you have done with 3, you can also now add this basically what I can see, this path tracer, and instead of rendering with a normal render, you render with this, and basically it allows you to do, like, the first scene, the first one you see is without it, and then progressively it gets more realistic. A better example is this one. So any time you move the camera, you can see, like, it's a realtime, it's basically a WebGL renderer running, but when you stop the camera, the path tracer starts working and tries to make the scene more realistic. Also makes the background like it has depth of field, more shadowing, in general, more realistic than what you can do in realtime at this point. Another example, where, on this one, we can really play with all the, it actually offers a lot of parameters, like how much you want the light to bounce in the object, and the reflection, like all the different parameters. Yet another example is Octopus T, I think. So this is realtime, and that becomes a path-tracing one. This is the kind of thing that we can do now in the browser. If you want an easier way to try, like, there is a 3GS editor, so, let's see, we can do maybe a box on a sphere. If I get the box, I can make it turn into a plane. Something like this. To be able to see, we can see that this basically, right now, we have this sphere which is sitting on top of the box.
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