Virtual Reality tour through the 21 years of NASDAQ
graphics.wsj.com
graphics.wsj.com
Today tech accounts for only 43% of the idnex, compared with 65% in March 2000 [just before the tech bubble burst]. Its P/E ratio of 22.15 is nowhere near the stratospheric levels seen 15 years.
Of course the thing with bubbles, is that everyone is always saying that we are in a bubble all the time, because to say otherwise is to look like a fool.
1. Rendering billboards from a texture atlas containing all the characters you could possibly emit (similar to your approach). Zooming results in blurriness
2. Turning the characters into a mesh on the CPU using a triangulation algorithm (such a Delaunay[1]) and pushing those straight to the GPU. Zooming results in straight lines on what should be smooth curves
3. Shaders. There are competing techniques but the differences are subtle.[2] High quality at all zoom levels
[1]: http://en.wikipedia.org/wiki/Delaunay_triangulation [2]: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html
The big challenge for me is the amount of text I have to render. It's quite a bit more than just a few health points in a video game, it's heavy duty analytics information from large datasets. I get the impression from working with webgl that it's focus, historically, hasn't been directed at all towards applications like this.