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Information about 3dweb

Published on May 8, 2008

Author: Jancis

Source: authorstream.com

Slide1:  3D WEB VIRTUAL REALITY IN EVERY HOME Martin Sperka Department of Computer Science and Engineering FEI Slovak University of Technology Bratislava, Slovakia E-mail: sperka@dcs.elf.stuba.sk 1/93 Slide2:  STRUCTURE OF THE PRESENTATION 1. INTRODUCTION 2. PRINCIPLES 3. APPLICATIONS 4. EXISTING SYSTEMS 5. CONCLUSIONS 6. REFERENCES 2/ 93 STRUCTURE Slide3:  1. INTRODUCTION The term 3D Web is often used, but it is de facto semantic nonsense. The model of the web Web can not be described as geometry model, but can be represented as a n-dimensional hyper-space object. Generally 3D Web is used for the description of applications using 3D objects in the static or dynamic HTML documents. More exactly defined is the the term Web3d. 3/ 93 1. INTRODUCTION Slide4:  DEFINITION: The term Web3d describes any programming or descriptive language that can be used to deliver interactive 3D objects and worlds across the internet. This includes open languages such as Virtual Reality Modeling Language (VRML), Java3D and X3D (under development) - also any proprietary languages that have been developed for the same purpose come under the umbrella of Web3d. 4/ 93 1. INTRODUCTION Slide5:  WHY DO WE NEED 3D WEB ? 3D is the next evolution of the Visual Internet enabling applications from e-commerce to collaborative engineering (in desk top or mobile forms). 3D will eventually be the next true media revolution Visualization & immersion will become the ultimate user interface [www.web3d.org] From e-commerce to educational software to games that blur the line between imagination and reality, 3D is paving roads of convenience, freedom and fantasy [www.nvidia.com]. 4a/ 93 1. INTRODUCTION Slide6:  MAIN OBSTACLES OF 3D WEB TODAY: many standards or proprietary company solutions - necessary to install many plug-in programs, lack of simple and effective authoring tools. Need for some form of co-ordination - consortium. Why the Web3D Consortium? The only industry forum for concerted Web3D industry action. Non-profit, vendor-neutral trade association. A mechanism for collective action by the Web3D community A Consortium complements individual company activities Furthering the industry with a unique set of members and skills. Enable industry-wide consensus 5/ 93 1. INTRODUCTION Slide7:  2. PRINCIPLES Client (browser loads document from the server (Web site) and interprets it in a similar way as HTML (HyperText Markup Language) data. There exist two main principles: 1. Browser (or plug-in program) displays sequence of images, representing object or panorama views from the different angles. 2. Browser (or plug-in program) displays 2D projections of 3D object (rendering) seen from the different viewing angles. These calculations are time consuming. 6/ 93 2. PRINCIPLES Slide8:  Software rendering uses a computer's main processor (CPU) to draw 3D graphics, instead of relying on a video card to support 3D. The CPU performs all of the calculations needed to draw a 3D image. The system's video card simply displays what the CPU has processed. This allows users with poor, or no 3D support from their video card to see 3D content. Hardware rendering uses a video card's abilities, which are often designed to accelerate 3D graphics using industry standard programming interfaces, such as DirectX and OpenGL. 7/ 93 2. PRINCIPLES Slide9:  Working with 3D objects in the Internet environment requires two main programs: 1. Internet browser or other suitable program, which allows interactive control of viewing parameters. 2. Program for the creation of 3D worlds. A Web3D creation tool is any application, that assists a content creator to create 3D content or automatically generates Web3D content. This can be stand alone application or a general CAD or animation program with the output (export) to 3D web format. 8/ 93 2. PRINCIPLES Slide10:  LIST OF THE MOST KNOWN 3D BROWSERS Actify 3DView http://www.actify.com/ Contact from blaxxun Interactive http://www.blaxxun.com/ ParallelGraphics Cortona http://www.parallelgraphics.com/ Platinum Technologies Cosmo Player, http://www.cai.com/cosmo/ Fraunhofer Inst. CASUS Presenter http://www.igd.fhg.de/CP/ 9/ 93 2. PRINCIPLES Slide11:  Graz University VRWave http://www.iicm.edu/vrwave Java3D X3D Browser http://www.web3d.org/TaskGroups/source/xj3d.html OpenVRML browser http://openvrml.sourceforge.net OpenWorlds Horizon Browsers http://www.openworlds.com/ Shout3d from Eyematic http://www.shout3d.com/ Sony Community Place http://www.community-place.com/ Superscape Viscape Suport http://www.superscape.com/ UpperCut Software WorldProbe homepage http://www.beyond-3d.com/probe/ 10/ 93 2. PRINCIPLES Slide12:  3. APPLICATIONS In general, practically all off-line applications with 3D graphics will move online, supporting collaborative and distributed work. SERVICES: Location Based Services - link 3D city maps with GIS/GPS, Virtual cities (virtual Prague, Sydney), hyper-markets, museums, airports, hospitals, archeological parks TELE MAINTANANCE: Field maintenance procedures to remote locations 11/ 93 3. APPLICATIONS Slide13:  E-BUSINESS: Sales and Marketing - more effective showcase product offering to customers. Shops on the web product presentation touch and test Cybershops Real estate - presentation and virtual tours Hotel rooms presentations. Virtual panoramas of ski centers, swimming pools ECONOMY Statistics 12/ 93 3. APPLICATIONS Slide14:  EDUCATION AND TRAINING: E-learning 3D virtual manuals Virtual laboratories and tele-experiments SCIENTIFIC DATA VISUALIZATION Geography, chemistry, geology, …. MILITARY: Distributed simulators 13/ 93 3. APPLICATIONS Slide15:  SECURITY: Reconstruction of crimes Reconstructions of accidents MEDICINE: Marketing medical instruments with functions demos Distributed anatomical atlases Demonstrations of surgery operations for patients and doctors Education for the healthcare SPORTS & ENTERTAINMENT: Simulators (tennis, sailing) Internet 3D games 14/ 93 3. APPLICATIONS Slide16:  4. EXISTING SYSTEMS There exist open or closed systems. Open systems allow everybody to create and publish 3D worlds with own tools (VRML). Closed systems require proprietary authoring tools (Shockway 3D). Open 3D Web systems is the cheapest form of desk top virtual reality systems. It allow to create virtual worlds and publish them on Internet for all, who have connection and simple computer. 15/ 93 4. EXISTING SYSTEMS Slide17:  The following 3D Web systems are described in detail. 4.1. VRML 4.2. X3D & OTHER WEB3D STANDARDS 4.3. JAVA 3D 4.4. MACROMEDIA SHOCKWAVE 3D 4.5. ADOBE ATMOSPHERE 4.6. VIEWPOINT 4.7. BLAXXUN 4.8. SUPERSCAPE 4.9. OTHER SYSTEMS 16/ 93 4. EXISTING SYSTEMS Slide18:  4.1. VRML http://www.vrml.org/specifications/VRML97/index.html PLUG-INS FOR VRML: Cortona (Parallel Graphics), SGI Cosmo Player, Blaxxun AUTHORING TOOLS: Word or any text editor (for those, who know it), Cosmo Worlds and others (specially devoted to VRML), Kinetix 3DS Max, Alias/Wavefront Maya, Caligari True Space or other modeling and animation systems with the export plug-in for VRML. 17/ 93 4. EXISTING SYSTEMS Slide19:  POCKET CORTONA http://www.parallelgraphics.com/products/cortonace Pocket Cortona is the world's first 3D browser for viewing VRML scenes on wireless devices. The product can be used to create a truly effective mobile solution for the rapidly growing mobile device market. Pocket Cortona enables the development of a new generation of innovative services for the wireless market, including data visualization, location-based navigation, field maintenance, field sales, and entertainment applications. 18/ 93 4. EXISTING SYSTEMS Slide20:  CONTENT DEVELOPMENT WITH POCKET CORTONA Tools for designers of Pocket Cortona applications: INTERNET SPACE BUILDER is a user-friendly authoring tool suitable for designers of all levels. INTERNET SCENE ASSEMBLER is a state of the art VRML authoring tool that facilitates the creation of interactive and dynamic 3D scenes for the visually compelling websites. ISA has two versions - for novice users and Pro version for the professionals. 19/ 93 4. EXISTING SYSTEMS Slide21:  ISA Pro is targeted at the creation of 3D scenes that involve complicated logic and behavior, such as Virtual Manuals, online 3D games and detailed business presentations. With ISA Pro, the professional developer can create a customized gallery of reusable 3D objects and use a module-based approach in creating 3D presentations. INTERNET MODEL OPTIMIZER is a next generation tool that provides an efficient way to optimize complex 3D models, which originate from CAD/CAM/CAE systems and other sources, for use on the Internet. 19a/ 93 4. EXISTING SYSTEMS Slide22:  Many companies have large libraries of CAD models but have until now been unable to use this valuable resource on the Internet. IMO allows users to dramatically accelerate the rendering of these models by polygonal simplification and offers a wide range of optimization modes. VRMLPAD is a professional editor for VRML programming. Key time-saving features include powerful editorial abilities and visual support for the scene tree and resource operations 20/ 93 4. EXISTING SYSTEMS Slide23:  21/ 93 4. EXISTING SYSTEMS Students project: Complex VRML model: building of the FEI STU in Bratislava Slide24:  22/93 4. EXISTING SYSTEMS STU Bratislava students project: Java application with the dynamic VRML model of human body. Distributed medical data base. Slide25:  23/ 93 4. EXISTING SYSTEMS EXAMPLE OF VRML PROGRAMING The goal is create following scene (3D model) 1. Scene A with 5 spheres, which rotate and change color 2. Scene B is created from the multiplied and translated copies of scene A 3. Scene C is created from the multiplied and translated copies of scene B Slide26:  24/ 93 4. EXISTING SYSTEMS Scene A: Five spheres - two of them are not visible, because at the time of image capturing were transparent. Slide27:  25/ 93 4. EXISTING SYSTEMS Code for one sphere Transform { translation 0 0 -1.5 children [ Shape { appearance Appearance { material Material { ambientIntensity 0 diffuseColor 0 0 1 emissiveColor 0 0 0 } } geometry Sphere { radius 0.2 } } ] } Slide28:  26/ 93 4. EXISTING SYSTEMS Time sensor generates events every 20 seconds. DEF MyTime TimeSensor { cycleInterval 20 loop TRUE stopTime -1 } Color interpolator contains values of the color (RGB) in the key frames. DEF MyColor ColorInterpolator { key [ 0.0, 0.5, 1.0 ] keyValue [1 0 0, 0 1 0, 0 0 1] } Slide29:  27/ 93 4. EXISTING SYSTEMS Object which contains rotations angles (around X,Y nad Z axis) in key frames. DEF MyRotation OrientationInterpolator { key [ 0, 0.125, 0.25, 0.375, 0.5, 0.625, 0.75, 0.875, 1 ] keyValue [ 0 0 0 0, 0 1 0 0.785, 0 1 0 1.57, 0 1 0 2.355, 0 1 0 3.14, 0 1 0 -2.355, 0 1 0 -1.57, 0 1 0 -0.785, 0 1 0 0 ] } Slide30:  28/ 93 4. EXISTING SYSTEMS Describing behavior of object by the routing of messages.Time sensor MyTime sends messages to object MyRotation. It is a field with the values of rotation angles. This object sends message to object ATOM which rotates every time, when receives a message about the axes of rotation with the value of rotation angle. Similarly, the changing the color is programmed. ROUTE MyTime.fraction_changed TO MyRotation.set_fraction ROUTE MyRotation.value_changed TO ATOM.set_rotation ROUTE MyTime1.fraction_changed TO MyColor.set_fraction ROUTE MyColor.value_changed TO MyMaterial.set_diffuseColor Slide31:  29/ 93 4. EXISTING SYSTEMS Scene B: 15 translated copies of the scene A Slide32:  29/ 93 4. EXISTING SYSTEMS #VRML V2.0 utf8 Transform { translation -1 -1 0 children [ Inline { url ”SceneA.wrl" } ] } Transform { translation 0 0 0 children [ Inline { url ”SceneA.wrl" } ] } …….… ………. Scene B is created by the 15 copies of scene A. Every copy is translated to its position. Slide33:  30/ 93 4. EXISTING SYSTEMS Scene C: XX translated copies of the scene B Slide34:  31/ 93 4. EXISTING SYSTEMS #VRML V2.0 utf8 NavigationInfo { headlight TRUE } Background { skyColor [0 0 0, 0 0 0.2, 0 0 0.4] skyAngle [1.4, 1.57] groundColor [ 0.1 0.1 0.9,0.1 0.1 0.7,0 0 0.6] groundAngle [1.4, 1.57] } Definition of the light source (headlight) and background of the scene C. Background color for sky and ground is not the same, but changes from the top to the bottom. Slide35:  32/ 93 4. EXISTING SYSTEMS DirectionalLight { ambientIntensity 0 color 1 0 0 direction 0 0 -8 intensity 0.5 on TRUE } Second light source (RED) is directional (along the Z axis) and is on Slide36:  33/ 93 4. EXISTING SYSTEMS Definition of the group of objects. In this case six copies of the scene B. DEF MyGroup Transform { center 0 0 0 scale 0.3 0.3 0.3 children [Inline { url ”SceneB.wrl" }] } Transform { center -2 0 0 scale 0.3 0.3 0.3 children [Inline { url ”SceneB.wrl" }] } ……… ……… ………. Slide37:  34/93 4. EXISTING SYSTEMS Another view on scene C Slide38:  4.2. X3D & OTHER WEB3D STANDARDS http://www.web3d.org In August 2001, the Web3D Consortium launched the X3D open standard as a new-generation successor to VRML to bring rich and compelling 3D graphics to the web for a wide variety of applications and devices. X3D is an extensible standard that has been developed by the Web3D Consortium with the strong backing of a number of leading browser companies including blaxxun, Nexternet, OpenWorlds and ParallelGraphics. 35/ 93 4. EXISTING SYSTEMS Slide39:  This initiative builds on the long-term work of the Web3D Consortium X3D Task Group that has developed the core concepts of extensibility and XML integration - and focuses on adapting and extending these concepts for commercially shipping browsers. X3D provides full and open access to the specification to interested companies and eventual submission to the International Standards Organization (ISO) for ratification to provide long-term stability for Web3D content and applications. 36/ 93 4. EXISTING SYSTEMS Slide40:  The X3D standard enables new opportunities for the creation and deployment of visually rich 3D graphics, including small, lightweight web clients with advanced 3D capabilities, and the integration of high-performance 3D into broadcast and embedded devices. X3D satisfies these demanding applications by adopting an advanced componentized architecture that enables extremely compact 3D clients. These clients can be extended with plug-in components to create standardized profiles with the functionality to meet the demands of sophisticated vertical applications. 37/ 93 4. EXISTING SYSTEMS Slide41:  The Web3D Consortium is working very closely with the MPEG-4 group, and the X3D standard is intended to form the core of MPEG-4's ongoing 3D integration activities. The Consortium is also working with the W3C to tightly integrate X3D with XML. Any company developing commercially shipping Web3D browser products and interested to join the Consortium Browser Working Group to help define and develop the direction of X3D, within the open standardization processes of the Web3D Consortium, are encouraged to do it. 38/ 93 4. EXISTING SYSTEMS Slide42:  GEO VRML: Tools & recommended practice for representing 3D geographical data. Open Source implementations available and this work is now being added as an amendment to the VRML ISO standard. UNIVERSAL MEDIA: Increases realism and decreases network downloads by defining a cross-platform library of locally resident media elements (textures, sounds & 3D objects) and a uniform mechanism for these to be incorporated into worlds. X3D: Working Group to integrate (already mentioned) 3D scene graphs with XML enabling tight integration of 3D graphics with other Web standards 39/ 93 4. EXISTING SYSTEMS Slide43:  HANIM (Humanoid animation): Working to represent human beings in online virtual environments by creating of libraries of interchangeable humanoids, and authoring tools that make it easy to create and animate new humanoids in various ways. VRPT: (Virtual Reality Transport Protocol): Working group to provide client, server, multicast streaming & network-monitoring capabilities in support of internet worked 3D graphics and large-scale virtual environments (LSVEs). DIS-JAVA-VRML(Distributed Interactive Simulation). To establish initial networking conventions for building multicast-capable large-scale virtual environments (LSVEs). 40/ 93 4. EXISTING SYSTEMS Slide44:  CONTENT DEVELOPMENT WORKING GROUP: To support VRML/X3D content development and developers. RM3D (Web3d Rich Media) WORKING GROUP: The Rich Media 3D Working Group is organized by the Web3D Consortium to develop a standard to describe multimedia content in the context of a 3D presentation engine. The standard is both to inform and be interoperable with other standards in this space, such as VRML200x and MPEG-4. 41/ 93 4. EXISTING SYSTEMS Slide45:  4.3. JAVA 3D http://www.sun.com Java is universal programming language and allows creation of any application, including 3D modeling and rendering. The main disadvantage is relatively slow interpretation of Java code by the Java Virtual Machine on client computer. The optimistic ideas about the net computers, with hardware implemented Virtual Machines, did not fulfilled expectations. 42/ 93 4. EXISTING SYSTEMS Slide46:  In case of using PC or workstation with hardware 3D accelerator supporting the OpenGl or Direct3D API, the execution of the applet with graphics application is significantly faster, and allows complex 3D scenes rendering in real time. In JDK (Java Development Kit) demos are several examples for 3D applets. The cheapest solution for 3D web - cost nothing, but from the content creators requires good knowledge of object oriented programming. 43/ 93 4. EXISTING SYSTEMS Slide47:  4.4. MACROMEDIA SHOCKWAVE 3D http://www.macromedia.com Over 300 million Web users have installed Macromedia Shockwave Player. Shockwave Player displays Web content that has been created by Macromedia Director Shockwave Studio. Shockwave 3D user can switch between hardware and software rendering (Shockwave Player 3D). 44/ 93 4. EXISTING SYSTEMS Slide48:  45/ 93 4. EXISTING SYSTEMS Minimum Playback System Requirements (Windows): Pentium II 266 MHz (with an accelerated 3D graphics card) or Pentium II-class 300 MHz (without hardware 3D accelerator), Windows 95 (or newer), DirectX (v. 5or newer), 32MB System RAM for playback , 4MB Video RAM for 16-bit usage on hardware accelerated 3D graphics card, Browsers: Netscape 4.x, IE 4.x, AOL 4.0. Slide49:  46/ 93 4. EXISTING SYSTEMS MM DIRECTOR SHOCKWAVE STUDIO http://www.macromedia.com/support/director/3d/ MM Director is one of the best multimedia authoring tool on the market. The extension for 3D applications allows to create interactive 3D content like games, presentations, education, simulation etc. Director uses script language Lingo, which specify behavior of the objects. 3D models can be imported from such 3D animation systems like Kinetics 3DS Max or Alias/Wavewfront Maya. Slide50:  47/ 93 4. EXISTING SYSTEMS Work with 3D cast members Bitmap cast members are a good example of the simpler types of cast members that Director can use. They don't have a very large number of properties to set or keep track of. On the other hand, 3D cast members have a multilayered hierarchy of internal properties. 3D world can contain several models. Each of these models is made from a model resource (similarly to how a Director sprite is made from a cast member). Each model in the 3D world usually has shaders assigned to it. A shader defines the basic appearance of the surface of a model. Each shader may have textures assigned to it. Slide51:  48/ 93 4. EXISTING SYSTEMS All of these items exist as parts of the 3D world. Models that form parts of a larger model, such as the body and wheels of a car, can be linked to one another as a group so they are easier to move as a single unit. In addition, a 3D world can have multiple cameras, lights, overlays, and backdrops assigned to it. Director provides two ways of looking at the properties and contents of 3D cast members: the Shockwave 3D window, and the Lingo scripting language. Slide52:  49/ 93 4. EXISTING SYSTEMS Demo, showing ability of MM Shockway player - real time animations and interactive control of the scene on a cheap PC with medium performance graphics accelerator. http://www.maidmarian.com Slide53:  4.5. ADOBE ATMOSPHERE http://www.adobe.com/products/atmosphere/main.html Adobe Atmosphere is a fully integrated system for building 3D world communities where visitors can meet and interact. With Atmosphere, you add a third dimension to the Web experience by creating realistic and immersive environments that offer a revolutionary approach to content, navigation, community, and communication. 50/ 93 4. EXISTING SYSTEMS Slide54:  VIEWING: Adobe Atmosphere browser The Adobe Atmosphere Browser allows interactive viewing of 3D objects, provides a chat area so that you can communicate with other visitors to the world. For example, if you're exploring a virtual store, you can chat about different products. If you're in a virtual classroom, you can ask the instructor questions and talk to other students. Web site designers must specify a community server when building a world. During the public beta program Adobe is providing access to a community server at: http://atmosphere.adobe.com to "chat enable" your world. 51/ 93 4. EXISTING SYSTEMS Slide55:  AUTHORING: Adobe Atmosphere Adobe Atmosphere Builder is a powerful tool for building 3D virtual-worlds. Atmosphere provides a palette of basic 3D objects, which you use to lay out the structure of your world. You can build a room with a floor, four walls, and a ceiling in a matter of seconds. Then, you can add additional objects to furnish the room or create windows and doors. As you build your world, you can snap objects together using connectors. When you move or resize one object, Atmosphere automatically adjusts all objects that are connected to it. These snap-together constraints let you adjust the three-dimensional structure of your world with ease. 52/ 93 4. EXISTING SYSTEMS Slide56:  Atmosphere's lighting engine is based on real simulation of reflected light. The surfaces can be either luminous (emitting light) or non-luminous (receiving light). Adobe Atmosphere Builder lets you integrate different types of media - JPEG, GIF, and PNG image files to create surface textures, import Viewpoint objects to populate a world with additional 3D content; and add sounds to a world using WAV and MP3 files. You can also link any object in a world to a Web page. This lets you provide access to 2D content, such as text and graphics, from a 3D world. Users simply click on the linked object to go to the specified Web page. 53/ 93 4. EXISTING SYSTEMS Slide57:  ANIMATED OBJECTS You can animate objects and add interactivity to your world. For example, you can import human figures that walk and talk. Or, you can create a doorway that opens as the user draws near. There are two methods for animating objects. You can create and animate an object in any number of 3D applications, export the object in Viewpoint format, and then import it into Atmosphere Builder. Alternatively, you can use JavaScript to trigger animations, sounds, and movement in your world. The types of interactions you can create are limited only by your imagination 54/ 93 4. EXISTING SYSTEMS Slide58:  OTHER AUTHORING TOOLS FOR ATMOSPHERE http://www.caligari.com/Store/trueSpace/tS5Atmosphere.asp Caligari trueSpace for Atmosphere is based on second-generation context based 3D controls with emphasis on workflow. Designed for usability, these tools give you precise control over your design with virtually no learning curve. With advanced modeling tools plus surfacing and deformation features, and strong animation capabilities, Keep track of your project with fully integrated visual asset libraries with universal Drag&Drop. Any element you will need in your project is only one click away and immediately represented by its image. 55/ 93 4. EXISTING SYSTEMS Slide59:  trueSpace for Atmosphere includes a formidable modeling toolset of polygonal editing, subdivision surfaces, particle surfaces and metaballs with a full implementation of NURBS tools including all Sweeps, Rails, Lofts, Skinning and Cross-sections. NURBS can be combined with stitching and blending and cut with trimming curves. All this happens in real time, in perspective. During editing, surfaces are fully transparent making it easy to select control vertices and see edit changes precisely. With trueSpace for Atmosphere, you can output your creations directly to Viewpoint format for instant interactivity. 56/ 93 4. EXISTING SYSTEMS Slide60:  Plus, you get our new Facial Animator tool for easy creation of head textures on all of your characters. You can also use the Facial Animator to create distinct individual poses for your character's face by changing the expression of your character and using head shape variants. These tools give you a simple way to customize the look of your Atmosphere characters. The price is only $199. 57/ 93 4. EXISTING SYSTEMS Slide61:  Demo, ilustrating navigation in 3D environment. 58/ 93 4. EXISTING SYSTEMS Slide62:  Workining with Adobe Atmosphere Builder 59/ 93 4. EXISTING SYSTEMS Slide63:  Examples of Adobe Atmosphere applications 60/ 93 4. EXISTING SYSTEMS Slide64:  Cyberschops - new dimension of electronic business. 61/ 93 4. EXISTING SYSTEMS Slide65:  4.6. VIEWPOINT http://www.viewpoint.com Company concentrating on media technologies. Products for 3D Web: Graphics Operating System, Viewpoint Media Player, Rich Media Graphics Technology enable creation and presentation of digital content on the Internet. Viewpoint Experience Technology (VET) is a rich media platform that visually integrates 3D, 2D, Flash, video and other media formats into HTML pages through a single media host, the Viewpoint Media Player. 62/ 93 4. EXISTING SYSTEMS Slide66:  VET is the only true rich media platform because it integrates multiple media types into a unified user experience. 3D: With over 10 years of experience, Viewpoint engineers have created the most efficient imaging system, offering the most realistic images, at the smallest sizes. Zoom: ZoomView divides high-resolution images into bite-size tiles and as the user pans and zooms into the image, more and more detailed tiles are transmitted and displayed. 63/ 93 4. EXISTING SYSTEMS Slide67:  Vector Animation: The VMP supports playback of .swf files, enabling the integration of the most popular rich media (Macromedia® Flash™) with more complex and interactive 3D and Zoom media files. The VMP also supports other media types, making VET the only true rich media platform (2D, 2½-D (Object Movie), Panorama (IPIX), Audio, Video). Fast download: Through proprietary techniques, Viewpoint creates the most efficient images, maintaining image quality with smaller sizes. This means to have get a broadband experience through a dial-up connection. 64/ 93 4. EXISTING SYSTEMS Slide68:  Flexibility: The XML-based scene description allows for media types to be loaded from a database, generating the VET scene on-the-fly. This provides incredible flexibility while exponentially reducing the amount of content that has to be produced to display every possible combination. Interactivity: VET content comes alive through animators and interactors; making the content more compelling and allowing for narrative demonstrations. 65/ 93 4. EXISTING SYSTEMS Slide69:  4. EXISTING SYSTEMS 66/ 93 User can interactively rotate and zoom virtual camera and thus to see the product from every angle. http://www.fordvehicles.com Slide70:  4. EXISTING SYSTEMS 67/ 93 Inside and outside views, crossections, animations www.fordvehicles.com Slide71:  4. EXISTING SYSTEMS 68/ 93 http://www.viewpoint.com Slide72:  4. EXISTING SYSTEMS 69/ 93 Created by the Caligari trueSpace and exported to Viewpoint http://www.caligari.com Slide73:  4. EXISTING SYSTEMS 70/ 93 Anatomical atlas with Viewpoint technology. Slide74:  4. EXISTING SYSTEMS Interactive animations illustrating functionality replacements in joints and bones. 71/ 93 3D animated heart [www.viewpoint.com] Slide75:  4. EXISTING SYSTEMS 72/ 93 Electronic catalogue with medical instruments, allowing 3D intractively simulations. [www.watchitwork.com/demos.asp ]. Slide76:  4.7. BLAXXUN http://www.blaxxun.com Blaxxun 3D enables you to view 3D content without any plug-in. As a Java-applet, Blaxxun3D is easily and quickly integrated with the existing web content. It is automatically loaded on the website, which means no technical or content adjustments must be made. 73/ 93 4. EXISTING SYSTEMS Slide77:  4.8 SUPERSCAPE http://www.superscape.com Couple years ago leader and pioneer in 3D Web applications. Now Superscape works with mobile phone manufacturers, operators, content developers and others to provide and deploy the next generation of interactive 3D (i3D) wireless applications and services. Through its groundbreaking Swerve technology and its relationship with ARM, Superscape provides the vehicle for making mobile i3D a reality today. 74/ 93 4. EXISTING SYSTEMS Slide78:  Swerve is a new wireless 3D applications platform, designed specifically for handheld devices such as mobile phones and PDAs. Delivers a high quality, robust, fully interactive 3D visualization capability for wireless platforms and environments. CREATE - Swerve Authoring tool Swerve Author enables the fast creation of interactive 3D objects, scenes and complete applications, based on the industry standard design tool, 3DS Max™. 75/ 93 4. EXISTING SYSTEMS Slide79:  DELIVER - Swerve Client (browser) Swerve Client is embedded into the software environment of the mobile phone and provides the platform for handset manufacturers to deliver new attractive 3D Swerve Client services. Swerve Client will be available as part of a Java (J2ME) compliant environment or as a native C++ solution. It has been developed to make maximum use of the assets already on-board the phone. Swerve has a low absolute ROM footprint but can deliver 3D experiences in as little as 20 Kbytes of RAM. 76/ 93 4. EXISTING SYSTEMS Slide80:  EXPERIENCE - Swerve Applications Swerve Applications deliver to users the ultimate experience in wireless applications. Swerve's high visual quality and fast performance bring powerful 3D realism to wireless applications on today's handsets. When this is coupled with Superscape's patent pending file size reduction technology, Swerve provides industry players with the opportunity to deliver those services on today's networks, addressing head-on the major challenge facing all industry players - how to increase Average Revenue Per User (ARPU) today. 77/ 93 4. EXISTING SYSTEMS Slide81:  Swerve adds a new dimension to wireless devices. The Swerve engine delivers real time 3D content to next generation mobile phones, PDA's and other wireless devices. From 3D messaging, through games, to customer training, marketing and more - Swerve can be used to offer compelling and engaging content. 78/ 93 4. EXISTING SYSTEMS Slide82:  4.9. OTHER SYSTEMS SVG (STRUCTURED VECTOR GRAPHICS) is an ISO standard for 2D graphics on the Internet, but allows to create 3D applications. FLATLAND: http://www.flatland.com Flatland scenes are decomposed into regular grid, which allows prediction and downloading the content, which is actual or probably actual. Object are modeled very effectively by the spatial, binary subdivision. These modeling methods allow extremely fast rendering. 79/ 93 4. EXISTING SYSTEMS Slide83:  MEDIATRONE Mediadome is the next generation interface technology and services for the Web. Multiple full pages of web content in 3D on a single screen, allow end-users to interact with a Next-Generation Internet Experience. Mediadome’s solutions are introducing new alternatives to traditional advertising methods, creating unprecedented end-user experiences through engaging simplicity and speed. . 80/ 93 4. EXISTING SYSTEMS Slide84:  ANARK http://www.avark.com Anark Studio’s familiar and intuitive user interface matches your creative workflow, allowing you to be up and running quickly. Drag-and-drop based effects allow you to quickly add any level of interactivity. Create custom behaviors using the built-in JavaScript editor Anark Studio’s layered environment allows you to use 3D and 2D objects on the same layer with full blending. Videos can be mapped onto a 3D or 2D object. Multiple videos can run simultaneously in the same scene. 81/ 93 4. EXISTING SYSTEMS Slide85:  Anark Client is a highly advanced, free Web browser plug-in that allows users to view and interact with the most powerful, eye-catching multimedia available today. Anark Client allows faster interactivity and broadcast-quality presentations. Anark Client can be integrated in presentations containing Flash or HTML content. 82/ 93 4. EXISTING SYSTEMS Slide86:  3DCULT http://www.cult3d.com/3dsites/default.asp How to make a model in 3DCULT: 1. Make a model in 3DS Max™, Maya or ImageModeler for Cult3D. Export it from the host program using the Cult3D Exporter. 2. Add interactivity in the Cult3D Designer. 3. Publish Cult3D on the web, in Adobe Acrobat, in Microsoft PowerPoint and in Macromedia Director. How to publish: http://www.cult3d.com/howto/publish.asp (Adobe Acrobat, MM, MS PowerPoint) 83/ 93 4. EXISTING SYSTEMS Slide87:  CURL Curl is programming language with a strong support of 3D modeling - something like Java. Client interprets statements of this language. 84/ 93 4. EXISTING SYSTEMS Slide88:  5. CONCLUSIONS 3D WEB MARKET GROWS Standardisation, new HW and SW technologies, faster networks and new contents caused that the market grows. According to Web3d Consortium, the evolution of 3D WEB is following: 85/ 93 5. CONCLUSIONS Slide89:  1. FRONTIER DAYS: Early Web3D becomes technically feasible. Market requirements not fully defined. Limited commercial success and end-user deployment. Consortium develops proven open standardization process VRML97 created as an ISO standard – primes the Web3D market. 2. TODAY: Industry in transition Consortium redefining its role to meet new industry needs. 3. DARWINIAN DAYS: Commercial opportunities become better focused. Open Standards too slow for fast developing requirements? Companies compete rapidly with proprietary technology in open market. 86/ 93 5. CONCLUSIONS Slide90:  End-user adoption increases rapidly. Consortium adopts strong promotional and liaison role Evaluate/implement consensus standards to eliminate market barriers PERVASIVE DAYS: Web3D technologies well understood. Platform and delivery ubiquity become key to market growth. 3D becomes part of the fabric of the everyday web. Open standards and inter-consortia liaison become critical [www.web3d.org]. 87/ 93 5. CONCLUSIONS Slide91:  By the way, are we not already in Darwinian days of this evolution ? Two multimedia technologies “giants” Macromedia and Adobe released, almost at the same time own standards. After a long time evolution of ISO standards. This process reminds evolution of Computer Graphics, 25 to 10 years ago: many proprietary standards and diverse activities > ISO and ANSI (GKS respectively CORE and PHIGS) standards > companies benefited from the academic activities > and finally industrial standards for Application User Interfaces (API) - OpenGl and Direct3D emerged. This caused that all HW and SW producers concentrate on these two APIs. 88/ 93 5. CONCLUSIONS Slide92:  6. REFERENCES ISO STANDARDS Virtual Reality Modeling Language: http://www.vrml.org/vrml/vrml.htm Web3D creation tools: http://www.vrml.org/vrml/wb31.htm INDUSTRY STANDARDS: Macromedia Shockwave 3D: http://www.macromedia.com Adobe Atmosphere: http://www.adobe.com Viewpoint: http://www.viewpoint.com Blaxxun: http://www.blaxxun.com Superscape: http://www.superscape.com 89/ 93 6. REFERENCES Slide93:  HARDWARE FOR 3D WEB Nvidia corporation: http://www.nvidia.com AUTHORING TOOLS Caligari: http://www.caligari.com PLUG-Ins FOR BROWSERS Cortona: http://www.parallelgraphics.com Blaxxun: http://www.balxxun.com 90/93 6. REFERENCES

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