Babylon.js

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Babylon.js
Original author(s)David Catuhe[1]
Developer(s)Microsoft[2] and contributors[3]
Initial release2013; 11 years ago (2013)
Stable release5.3.0 (April 21, 2022; 23 months ago (2022-04-21)) [±]
Preview release5.3.0 (April 21, 2022; 23 months ago (2022-04-21)) [±]
Repositoryhttps://github.com/BabylonJS/Babylon.js
Written inTypeScript, JavaScript
Type3D engine
LicenseApache License 2.0
Websitewww.babylonjs.com

Babylon.js is a JavaScript library and 3D engine for displaying real time 3D graphics in a web browser via HTML5. The source code is available on GitHub and distributed under the Apache License 2.0.

History and progress[edit]

It was initially released in 2013 under Microsoft Public License, having been developed by two Microsoft employees in their free time as a side-project. David Catuhe created the 3D game engine, while David Rousset implemented VR, Gamepad and IndexedDB support. The two were aided by artist Michel Rousseau, who contributed several 3D scenes. Babylon.js is based on an earlier game engine for Silverlight's WPF based 3D system.[4][5] Catuhe's side-project then became his full-time job, and his team's primary focus.[6] In 2015, it was presented at the WebGL Conference in Paris.[7] Following its promotion[8][9] and application in games,[10] video game publisher Ubisoft released an Assassin's Creed title built atop the library in 2014.[11] As of 2024, the project has more than 500 contributors.[12]

Its use has developed into a variety of fields such as:

Technical description[edit]

The source code is written in TypeScript and then compiled into a JavaScript version. The JavaScript version is available to end users via NPM or CDN who then code their projects in JavaScript accessing the engine's API. The Babylon.js 3D engine and user code is natively interpreted by web browsers supporting the HTML5 standard and WebGL to undertake the 3D rendering.

Modeling methodology[edit]

The 3D modeling process used is that of polygon modeling with triangular faces to be represented by shell models.[26] Limited use of constructive solid geometry is possible, though only as a transitional method to create the union, subtraction, and intersection of shell models.[27] Once created, models are rendered on an HTML 5 canvas element using a shader program which determines the pixel positions and colors on the canvas using the polygon models, the textures applied to each model, the scene camera and lights together with the 4 x 4 world matrices for each object which stores their position, rotation and scale.[28] The technique used to produce photo realistic images is that of physically based rendering[29] along with post-processing methods.[30] In order to simulate collisions between models and other real world physical actions, one of two physics engines need to be added as plugins: Cannon.js and Oimo.[31] Animation involving, for example, changes in position or color of models is accomplished by key frame animation objects called "animatables," while full character animation is achieved through the use of skeletons with blend weights.[30][32]

See also[edit]

References[edit]

  1. ^ "David Catuhe - Group Engineering Manager - Microsoft". linkedin.com. Retrieved 11 March 2021. ... Creator and leader of Babylon.js open source project ...
  2. ^ "Microsoft Unveils Babylon.js 4.1, a Powerful Open Source Web Rendering Engine". winbuzzer.com. 28 February 2020. Retrieved 18 April 2021.
  3. ^
  4. ^ Elliot, Iain (2013-08-15). "Babylon.js - A WebGL Game Engine From Microsoft". i-programmer.info. Retrieved 2018-09-06.
  5. ^ Dumand, Mickael (2014-11-28). "Interview de David Rousset sur babylon.js" [An Interview with David Rousset on Babylon.js]. ekino (in French). Archived from the original on 2016-09-12. Retrieved 2018-09-07.
  6. ^ Irwin, Emma (2021-02-21). "Microsoft Open Source success story—Babylon". Retrieved 2021-04-18.
  7. ^ Rousseau, Jean-Michel; Rousseau, David (2015-10-12). "BabylonJS et ses dernières fonctionnalités" [BabylonJS and its latest features]. webglparis.com (in French). Retrieved 2018-09-12.
  8. ^ Weber, Raanan (2015-12-01). "Babylon.js Building a Basic Game for the Web". Vol. 30, no. 13. MSDN. Retrieved 2018-09-12. {{cite magazine}}: Cite magazine requires |magazine= (help)
  9. ^ Weber, Raanan (2016-01-01). "Game Development - Babylon.js: Advanced Features for Enhancing Your First Web Game". Vol. 31, no. 1. MSDN. Retrieved 2018-09-12. {{cite magazine}}: Cite magazine requires |magazine= (help)
  10. ^ "Babylon.js Flight Simulator". Archived from the original on 2020-08-16. Retrieved 2018-09-07.
  11. ^ Protalinski, Emil (2014-05-09). "Microsoft and Ubisoft launch 3D Web game Assassin's Creed Pirates, built with open-source framework Babylon.JS". The Next Web. Retrieved 2018-09-07.
  12. ^ "Contributors". GitHub. Retrieved 2018-09-06.
  13. ^ Nolan, Ben (2018-08-02). "Developing a Virtual World for multiple devices". medium.com. Retrieved 2018-09-05.
  14. ^ Button, Brian (2018-05-24). "Visualizations of Boston, Massachusetts crime data". Retrieved 2018-09-09.
  15. ^ Lurie, Jonathan. "MRI obliquing with webgl2 3D texture - Pixpipe & BabylonJS". YouTube. Retrieved 2018-09-09.
  16. ^ Batista, Arthur V.; Lemos, Robson R.; Rudolph, Cristiane M.; Bueno, Bruna S.; Fiuza, Patricia J. (2018). "A Web3D Serious Game for Human Anatomy Education" (PDF). p. 4. Retrieved 2018-09-09.
  17. ^ "3D Clothing Demo with BabylonJS". 20 September 2016. Retrieved 2018-09-09.
  18. ^ Moreno, Francisco; Ramirez, Esmitt; Sans, Francisco; Carmona, Rhadamés (2015-10-23). "An Open Source Framework to Manage Kinect on the Web". 2015 Latin American Computing Conference (CLEI). p. 7. doi:10.1109/CLEI.2015.7359995. ISBN 978-1-4673-9143-6. S2CID 2798664. Retrieved 2018-09-09.
  19. ^ Maxwell, Douglas; Heilmann, Michael (2017). "Leveraging HTML5 and WebGL to Address Information Assurance Barriers for Simulation Based Training in the U.S. Military" (PDF). modsimworld.org. p. 8.
  20. ^ Goussu, Laurence. "Digital Pompéi". The National Institute for Research in Computer Science and Control (Inria). Retrieved 2018-09-07.
  21. ^ "Sponza Palace". Retrieved 2018-09-12.
  22. ^ Cardoza, Christina; Moore, Madison (2017-07-14). "SD Times news digest". SD Times. Retrieved 2018-09-07.
  23. ^ "XBox Design Lab". Xbox. Archived from the original on 2016-08-19. Retrieved 2018-09-12.
  24. ^ Viola, Fabio; Roffia, Luca; Antoniazzi, Francesco; D’Elia, Alfredo; Aguzzi, Cristiano; Cinotti, Tullio Salmon (2018-08-17). "Interactive 3D Exploration of RDF Graphs through Semantic Planes". Future Internet. 10 (8): 5–8. doi:10.3390/fi10080081. hdl:11585/640472.
  25. ^ Rodríguez, Juan Manuel Jurado; Alvarado, Lidia Ortega; Higueruela, Francisco R. Feito (2018). "3D underground reconstruction for real-time and collaborative virtual reality environment" (PDF). World Society for Computer Graphics. pp. 40, 43. Retrieved 2018-09-09.
  26. ^ Chenard, Julian. "Tree Generator - How to use VertexData object". Pixel Codr. Archived from the original on 2019-08-27. Retrieved 2018-11-27.
  27. ^ Feldspar, Craig. "Constructive Solid Geometry in Babylon.js". GitHub. Retrieved 2018-11-27.
  28. ^ Catuhe, David (November 2016). "Building Shaders with Babylon.js". Smashing Magazine. Retrieved 2018-11-27.
  29. ^ Ryan, Patrick (2018-01-08). "Art Pipeline for glTF". Khronos Group. Retrieved 2018-11-27.
  30. ^ a b Moreau-Mathis, Julien (2016). Babylon.js Essentials. Packt Publishing. ISBN 978-1785884795.
  31. ^ Rousset, David (2015-06-11). "WebGL Physics and Collision Detection Using BabylonJS and Oimo.js". Game Development. Retrieved 2018-11-27.
  32. ^ Beaulieu, Andy (2014-05-26). "babylon.js: physics and character animation". Spritehand. Retrieved 2018-09-06.

Further reading[edit]

External links[edit]