[X3D-Public] remote motion invocation (RMI)

Christoph Valentin christoph.valentin at gmx.at
Thu Mar 3 22:55:02 PST 2011


one small addition from my side: it's not only about the motion of avatars, 
but it's additionally his interaction with the (virtual) reality to care 
about.

  - sit down on/stand up from chairs
  - sit down on a chair lift
  - enter a vehicle
  - etc.
......

>             
> -------- Original-Nachricht --------
> Datum: Fri, 4 Mar 2011 01:15:49 -0500
> Von: "GLG" <info at 3dnetproductions.com>
> An: "'Joe D Williams'" <joedwil at earthlink.net>, "'Sven-Erik Tiberg'" 
> <Sven-Erik.Tiberg at ltu.se>, npolys at vt.edu, x3d-public at web3d.org
> CC: luca.chittaro at uniud.it
> Betreff: Re: [X3D-Public] remote motion invocation (RMI)
> 
>             
> 
> ATM all of our avatars are from Avatar Studio 1 & 2. I
> completely agree that they are simple and there is nothing
> we want more than implementing H-Anim. But we need to
> figure out the best way to do it first. That is why I
> thought John was onto something in his May 2010
> thread/questions. I think Joe you're the best person I
> know that can answer this for us. Let me quote him back
> here:
> 
> "I agree, if I want my avatar to dance as an end user, I
> shouldn't have to deal with transforms, points etc.  I
> should be able to download the dancing behavior I want and
> apply it to my avatar.  Let's make a market out of selling
> motion.  Cars are a wonderful example of this.  Here's
> another: http://playstation.joystiq.com/2009/06/19/quantic
> -d
> ream-selling-motion-capture-libraries/  Let's convert free
> mocap library data to stuff that X3D and H-Anim can
> use...see: http://mocap.cs.cmu.edu/  I'm such a newbie, I
> don't even know what kind of mocap data H-Anim, X3D or
> VRML takes!  Can someone fill me in?  I see 123 .bvh files
> on the web.  Can they be converted to h-anim?  It looks
> like you can go from .asf/.amc to .bvh  to something
> standard (from NIST)  Here's all the asf and amc files on
> the CMU site: http://mocap.cs.cmu.edu:8080/allasfamc.zip"
> 
> 
> 
> >-----Original Message-----
> >From: Joe D Williams [mailto:joedwil at earthlink.net]
> >Sent: Thursday, March 03, 2011 11:04 PM
> >To: info at 3dnetproductions.com; 'Sven-Erik Tiberg';
> >npolys at vt.edu; x3d-public at web3d.org
> >Cc: luca.chittaro at uniud.it
> >Subject: Re: [X3D-Public] remote motion invocation (RMI)
> >
> >
> >I've got to start back at the beginning and ask how are
> >you
> >constructing you avatar?
> >Is it just a skin or bones and skin? Do you animate by
> >chaning the
> >joints or just moving skin around?
> >
> >> but having said the above, I hope
> >> you'll see why I would be reluctant to implement the
> >> previously suggested approach.
> >
> >I haven't done much on this, just hearing some ideas, but
> >many avators
> >I have seen are just simple skins where the movement is
> >made just by
> >directly moving sets of vertices around. Of course this
> >leads to
> >relativelly simple avatars and low client processing
> >requirements, but
> >seems not sufficient to me.
> >
> >Good Luck,
> >Joe
> >
> >
> >>
> >>>How much bandwidth is needed to send rotation and
> >>>maybe
> >>>position data to 20 joints? 20 SFVec3f points is Not
> >that
> >>>much.
> >>
> >>
> >> It may not seem much data in itself for one avatar but,
> >> even with efficient coding, you'd still have 20 times
> >as
> >> much data at the very least... No? Probably a lot more.
> >> Concentrating only on gestures here, I'd rather have
> >for
> >> example 'action=run', or 'a=r' (3 bytes) in a stream,
> >than
> >> say 'translation=20 1 203&rotation=1 0 0 4.712', or
> >'t=20
> >> 1 203&r=1 0 0 4.712' (24 bytes X 20 = 480 bytes).
> >That's a
> >> factor of 16,000%. Considering that most decently
> >featured
> >> stand-alone MU servers can optimistically handle up to
> >> just about 100 simultaneous avatars and/or shared
> >objects,
> >> I think that would translate in a huge waste of
> >resources.
> >> In other words, with that setup, you might only be able
> >to
> >> run say 3 to 5 avatars instead of 100. Those are
> >> admittedly very gross calculations, but MU servers have
> >to
> >> be able to send data to clients in rapid-fire fashion,
> >and
> >> being able to keep as much of that data in low level
> >> memory is crucial. It is difficult to know what exactly
> >is
> >> happening down there, but don't forget, other apps will
> >be
> >> running too, consuming much of the memory, perhaps
> >forcing
> >> more data from L1 cache to L2 and back (or L2 to L3,
> >etc.
> >> depending your setup, circumstances, running apps,
> >etc.),
> >> all of which contributing to slow down the entire
> >process.
> >> And we haven't yet really touched on the data
> >processing
> >> itself to support it. I believe the server should be as
> >> bare and as close to the metal as possible. That's the
> >> point I was making. The simpler we can keep it on the
> >> server side, the more efficient it's going to be,
> >> obviously. I don't think there is much disagreement,
> >but
> >> no matter how much parallel hardware you have, the
> >memory
> >> bandwidth issue never really goes away due to all the
> >> inefficiencies that implies. The way we are planning to
> >> solve this with X3Daemon at Office Towers, is to
> >dedicate
> >> servers to specific zones that are part of the same
> >world.
> >> So for example, if you go to this or that room, or
> >> building, or area, then this or that server will take
> >> over. Since it is unlikely that 100 avatars will be in
> >the
> >> same room/building/area all at once, that should work
> >for
> >> us. In other words, we conceive that, let say, 10
> >servers
> >> or more could in theory process and supply the MU data
> >for
> >> a single world as required, for say 1000 simultaneous
> >> users or whatever the case may be. Like on the web, you
> >> can seamlessly go from one server to the other, but, in
> >> our case, while staying in the same world. We see here
> >> real potential for scalability. Instead of piling data
> >in
> >> parallel hardware (which we did consider but would
> >rather
> >> go with symmetric multiprocessing) however connected,
> >each
> >> machine would run independently of each other. Trying
> >not
> >> to get into details, but having said the above, I hope
> >> you'll see why I would be reluctant to implement the
> >> previously suggested approach.
> >>
> >> Cheers,
> >> Lauren
> >>
> >>
> >>
> >>>-----Original Message-----
> >>>From: Joe D Williams [mailto:joedwil at earthlink.net]
> >>>Sent: Thursday, March 03, 2011 1:10 PM
> >>>To: info at 3dnetproductions.com; 'Sven-Erik Tiberg';
> >>>npolys at vt.edu; x3d-public at web3d.org
> >>>Cc: luca.chittaro at uniud.it
> >>>Subject: Re: [X3D-Public] remote motion invocation
> >(RMI)
> >>>
> >>>
> >>>Hi Lauren,
> >>>I was thinking about it in terms of essentially
> >>>substituting
> >>>'external' 'streams' of data instead of using
> >'internal'
> >>>data
> >>>generated by scripts, timers, and interpolators. The
> >>>point is, when
> >>>the joint receives a joint translation or rotation,
> >then
> >>>it is up to
> >>>the client player to move the child segments and joints
> >>>and deform the
> >>>skin to achieve the movement.. So, the data needed to
> >>>animate the
> >>>humanoid is really not that much; the client does all
> >the
> >>>actual
> >>>moving. How much bandwidth is needed to send rotation
> >and
> >>>maybe
> >>>position data to 20 joints? 20 SFVec3f points is Not
> >that
> >>>much.
> >>>However, still probably more reliable and maybe
> >efficient
> >>>and even
> >>>faster to just use 'internal' optimized timers and
> >>>interpolators. The
> >>>secret of course seems to be getting as much of that
> >>>computation as
> >>>possible done in the parallel hardware.
> >>>
> >>>Note that I am not even considering the idea of just
> >>>sending new
> >>>fields of vertices to replace the ones currently in
> >>>memory. I think
> >>>this is essentially done in fixed frame per second
> >>>applications where
> >>>the backroom app does all the computation to achieve
> >the
> >>>mesh for the
> >>>next timed frame, then just 'streams' the mesh to the
> >>>renderer where
> >>>the picture is made.
> >>>Thanks and Best Regards,
> >>>Joe
> >>>
> >>>
> >>>
> >>>
> >>>>On the other hand, I could see a setup where live
> >joint
> >>>>rotation and
> >>>>displacement data was streamed into the scene and
> >routed
> >>>>to joints to
> >>>>affect the humanoid in real time, rather than using
> >>>>client-side
> >>>>interpolators and combiners.
> >>>
> >>>
> >>>Thanks for your reply. Yes, that is better; 'streaming'
> >>>data does seem closer to something conceivable, even
> >>>interesting. However, since talking about humanoids
> >>>likely
> >>>implies multi-users in most applications, I'd start
> >>>getting worried about processors' cache/memory
> >bandwidth;
> >>>I don't think we are there yet to support a great many
> >>>users this way. Even with high clock speed, multi-core
> >>>processors and of course plenty of network bandwidth,
> >low
> >>>level memory management will remain an issue as the
> >>>number
> >>>of users increases, IMO. It already is with much
> >simpler
> >>>systems. That is why I like to have as much done on the
> >>>client side as possible. Other than helping lowly
> >>>devices,
> >>>I'd be curious about the main advantages of the above
> >>>approach? Open to ideas but, as far as mobile devices,
> >>>hopefully Moore's law will continue to hold true for
> >some
> >>>time...
> >>>
> >>>Cheers,
> >>>Lauren
> >>>
> >>>
> >>>   _____  ___      __   __ ___  ______   ___   ___
> >___
> >>>  /__  / / _ \    /  | / // _ \/_  __/  / _ \ / _ \ / _
> >\
> >>> _/_  / / // /   / /||/ //  __/ / /    / ___//   _// //
> >/
> >>>/____/ /____/   /_/ |__/ \___/ /_/    /_/   /_/\_\
> >\___/
> >>>______________________________________________________
> >>> * * Interactive Multimedia - Internet Management * *
> >>>  * * Virtual Reality - Application Programming  * *
> >>>   * 3D Net Productions  www.3dnetproductions.com *
> >>>
> >>>
> >>>>-----Original Message-----
> >>>>From: Joe D Williams [mailto:joedwil at earthlink.net]
> >>>>Sent: Tuesday, March 01, 2011 7:49 PM
> >>>>To: info at 3dnetproductions.com; 'Sven-Erik Tiberg';
> >>>>npolys at vt.edu; x3d-public at web3d.org
> >>>>Cc: luca.chittaro at uniud.it
> >>>>Subject: Re: [X3D-Public] remote motion invocation
> >(RMI)
> >>>>
> >>>>
> >>>>>
> >>>>> Hello Joe,
> >>>>>
> >>>>> While we are on the subject, I have asked you this
> >>>>before
> >>>>> but I think you missed it. There is a link at
> >>>>>
> >>>>> http://www.web3d.org/x3d/workgroups/h-anim/
> >>>>>
> >>>>> for ISO-IEC-19775 X3D Component 26 Humanoid
> >Animation
> >>>>> (H-Anim) which describes H-Anim interfaces in terms
> >of
> >>>>the
> >>>>> X3D scenegraph...
> >>>>>
> >>>>> That link is broken. Where else can I obtain this?
> >>>>
> >>>>goto:
> >>>>
> >>>>http://www.web3d.org/x3d/specifications/ISO-IEC-19775-
> >>>>1.2-X3D-
> >>>>AbstractSpecification/Part01/components/hanim.html
> >>>>
> >>>>the latest spec changed base and we lost the link.
> >>>>I will tell the webmaster
> >>>>
> >>>>> If I am
> >>>>> asking the wrong person then, can someone else help?
> >>>>
> >>>>I think the most current spec should have the same
> >link
> >>>>forever.
> >>>>
> >>>>>
> >>>>> Apologies for hijacking this thread, maybe I am not
> >>>>> getting this right, but, I have difficulties getting
> >>>>> around my head how server side rasterization can
> >work
> >>>>with
> >>>>> X3D other than with the MovieTexture node.
> >>>>
> >>>>Well, i think server side rasterization could work
> >when
> >>>>you have a
> >>>>simple mesh avatar and all you want to do is just show
> >>>>apparent
> >>>>vertices move so you send sort of a set of gifs on a
> >>>>billboard down to
> >>>>the client. Don't get it? me either:).
> >>>>On the other hand, I could see a setup where live
> >joint
> >>>>rotation and
> >>>>displacement data was streamed into the scene and
> >routed
> >>>>to joints to
> >>>>affect the humanoid in real time, rather than using
> >>>>client-side
> >>>>interpolators and combiners. I think even mobile will
> >>>>always have
> >>>>power to do reasonable h-anim skin and bone characters
> >>>>but low end
> >>>>performance devices may need a more simple character
> >>>with
> >>>>fewer joints
> >>>>and more open mesh and different textures.
> >>>>
> >>>>
> >>>>>
> >>>>> Thanks,
> >>>>> Lauren
> >>>>>
> >>>>
> >>>>Thanks and Best Regards,
> >>>>Joe
> >>>>
> >>>>>
> >>>>>>-----Original Message-----
> >>>>>>From: x3d-public-bounces at web3d.org [mailto:x3d-
> >public-
> >>>>>>bounces at web3d.org] On Behalf Of Joe D Williams
> >>>>>>Sent: Tuesday, March 01, 2011 12:09 PM
> >>>>>>To: Sven-Erik Tiberg; npolys at vt.edu; x3d-
> >>>>public at web3d.org
> >>>>>>Cc: luca.chittaro at uniud.it
> >>>>>>Subject: Re: [X3D-Public] remote motion invocation
> >>>>(RMI)
> >>>>>>
> >>>>>>
> >>>>>>----- Original Message -----
> >>>>>>From: "Sven-Erik Tiberg" <Sven-Erik.Tiberg at ltu.se>
> >>>>>>To: <npolys at vt.edu>; <x3d-public at web3d.org>
> >>>>>>Cc: <luca.chittaro at uniud.it>
> >>>>>>Sent: Tuesday, March 01, 2011 6:14 AM
> >>>>>>Subject: Re: [X3D-Public] remote motion invocation
> >>>>(RMI)
> >>>>>>
> >>>>>>
> >>>>>>> Hi
> >>>>>>>
> >>>>>>> A note.
> >>>>>>> Would it be possible to create a object similar to
> >>>>>>dynamic h-anim,
> >>>>>>> looking and behaving like a moose.
> >>>>>>
> >>>>>>THe basis for h-anim comes from general-purpose
> >>>>>>hierarchical animation
> >>>>>>needs. That is, the shoulder joint is connected to
> >the
> >>>>>>elbow joint,
> >>>>>>for example, such that when the shoulder joint is
> >>>>moved,
> >>>>>>then the
> >>>>>>elbow joint is translated accordingly as expected.
> >To
> >>>>>>follow the same
> >>>>>>technique for a different character, just position
> >the
> >>>>>>joints and
> >>>>>>segments you chose to use depending upon the level
> >of
> >>>>>>articulation you
> >>>>>>need in skeleton space then build the skin in skin
> >>>>space
> >>>>>>(hopefully
> >>>>>>the same as skeleton space), connect it up and
> >animate
> >>>>>>the thing.
> >>>>>>
> >>>>>>>
> >>>>>>> No I'm not kidding, in the future we hope to
> >create
> >>>a
> >>>>>>X3D-sceen for
> >>>>>>> driver simulator with "living" moose and reindeers
> >(
> >>>>>>they are not so
> >>>>>>> exotic up here but more real and a hazard on the
> >>>>roads
> >>>>>>).
> >>>>>>> Could be that the same motion pattern can be used
> >>>for
> >>>>>>deers and elks
> >>>>>>> and ..
> >>>>>>
> >>>>>>possibly. Note that the selection of initial binding
> >>>>time
> >>>>>>joint
> >>>>>>rotation is important.
> >>>>>>
> >>>>>>Good Luck and Best Regards,
> >>>>>>Joe
> >>>>>>
> >>>>>>
> >>>>>>>
> >>>>>>> /Sven-Erik Tiberg
> >>>>>>>
> >>>>>>>
> >>>>>>> -----Original Message-----
> >>>>>>> From: x3d-public-bounces at web3d.org
> >>>>>>> [mailto:x3d-public-bounces at web3d.org] On Behalf Of
> >>>>>>Sven-Erik Tiberg
> >>>>>>> Sent: den 1 mars 2011 08:51
> >>>>>>> To: npolys at vt.edu; x3d-public at web3d.org
> >>>>>>> Subject: Re: [X3D-Public] remote motion invocation
> >>>>>>(RMI)
> >>>>>>>
> >>>>>>>
> >>>>>>> If there are a need for extending the h-anim
> >>>>kinematic
> >>>>>>capacity I
> >>>>>>> would have a look at Modelica
> >>>>https://www.modelica.org/
> >>>>>>And  (
> >>>>>>> openmodelica ) https://www.modelica.org/ for
> >>>>>>calculation of dynamic
> >>>>>>> behavior.
> >>>>>>>
> >>>>>>> IMHO it would not be impossible to interface an
> >>>>>>openmodelica model
> >>>>>>> that runs in Real Time to a X3D sceen.
> >>>>>>>
> >>>>>>> On animiation of human I would like to suggest
> >that
> >>>>you
> >>>>>>take a look
> >>>>>>> at http://hcilab.uniud.it/index.html  and it's
> >>>editor
> >>>>>>H-Animator
> >>>>>>> http://hcilab.uniud.it/demos-videos/item11.html
> >>>>>>>
> >>>>>>> /Sven-Erik Tiberg
> >>>>>>> Lulea Univ of Technology
> >>>>>>> Sweden
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> -----Original Message-----
> >>>>>>> From: x3d-public-bounces at web3d.org
> >>>>>>> [mailto:x3d-public-bounces at web3d.org] On Behalf Of
> >>>>>>Nicholas F. Polys
> >>>>>>> Sent: den 28 februari 2011 21:34
> >>>>>>> To: x3d-public at web3d.org
> >>>>>>> Subject: Re: [X3D-Public] remote motion invocation
> >>>>>>(RMI)
> >>>>>>>
> >>>>>>> One of our members was working on this spec some
> >>>time
> >>>>>>ago (2001),
> >>>>>>> perhaps a good integration target with H-Anim for
> >>>>such
> >>>>>>a platform or
> >>>>>>> communication layer: HumanML
> >>>>>>> http://www.oasis-
> >>>>>>open.org/committees/tc_home.php?wg_abbrev=humanmarku
> >p
> >>>>>>>
> >>>>>>> it does mention kinesthetics in the overview but I
> >>>am
> >>>>>>really not
> >>>>>>> sure where it has been adopted.
> >>>>>>> ?
> >>>>>>>
> >>>>>>> br,
> >>>>>>>
> >>>>>>> _n_polys
> >>>>>>>
> >>>>>>> On 2/28/2011 1:54 PM, Joe D Williams wrote:
> >>>>>>>>> And what if the script could recive states (
> >>>ROUTED
> >>>>>>events ) from
> >>>>>>>>> the
> >>>>>>>>> 3D browser and do a animation on the fly using
> >>>>>>inverse kinematics,
> >>>>>>>>> that would be cool.
> >>>>>>>>
> >>>>>>>> I think the basic needed structure for that is in
> >>>>the
> >>>>>>X3D H-Anim
> >>>>>>>> spec.
> >>>>>>>>
> >>>>>>>> Best Regards,
> >>>>>>>> Joe
> >>>>>>>>
> >>>>>>>> ----- Original Message ----- From: "Sven-Erik
> >>>>Tiberg"
> >>>>>>>> <Sven-Erik.Tiberg at ltu.se>
> >>>>>>>> To: "John Carlson" <john.carlson3 at sbcglobal.net>;
> >>>>>>>> <x3d-public at web3d.org>
> >>>>>>>> Sent: Sunday, February 27, 2011 11:50 PM
> >>>>>>>> Subject: Re: [X3D-Public] remote motion
> >invocation
> >>>>>>(RMI)
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>> What if using an from the browser external
> >motion
> >>>>>>engine as you
> >>>>>>>>> mention, but let the motion engine host in the
> >>>>client
> >>>>>>computer.
> >>>>>>>>> Communicating new states to the 3D-browser (to a
> >>>>h-
> >>>>>>amin model )
> >>>>>>>>> trough a script.
> >>>>>>>>> And what if the script could recive states (
> >>>ROUTED
> >>>>>>events ) from
> >>>>>>>>> the
> >>>>>>>>> 3D browser and do a animation on the fly using
> >>>>>>inverse kinematics,
> >>>>>>>>> that would be cool.
> >>>>>>>>>
> >>>>>>>>> Thanks for bringing up this subject.
> >>>>>>>>>
> >>>>>>>>> /Sven-Erik Tiberg
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>> -----Original Message-----
> >>>>>>>>> From: x3d-public-bounces at web3d.org
> >>>>>>>>> [mailto:x3d-public-bounces at web3d.org] On Behalf
> >Of
> >>>>>>John Carlson
> >>>>>>>>> Sent: den 26 februari 2011 05:49
> >>>>>>>>> To: <x3d-public at web3d.org> mailing list
> >>>>>>>>> Subject: [X3D-Public] remote motion invocation
> >>>>(RMI)
> >>>>>>>>>
> >>>>>>>>> Instead of downloading motion into a 3D scene,
> >how
> >>>>>>about uploading
> >>>>>>>>> motion into a remote social network server or
> >>>>robot?
> >>>>>>One could
> >>>>>>>>> upload motions to a remote server, and then
> >invoke
> >>>>>>them with
> >>>>>>>>> parameters.  One could create classes
> >aggregating
> >>>>>>motion methods,
> >>>>>>>>> instantiate classes to create behaviors in
> >avatars
> >>>>or
> >>>>>>robots.
> >>>>>>>>>
> >>>>>>>>> What if H-Anim was used to upload and control
> >>>>avatars
> >>>>>>remotely,
> >>>>>>>>> instead of downloaded models?  What I am
> >thinking
> >>>>of
> >>>>>>is something
> >>>>>>>>> like Kinect/PrimeSense for primitive motion
> >input
> >>>+
> >>>>a
> >>>>>>programming
> >>>>>>>>> language for
> >>>>>>repetition/parameterization/classes/instantation.
> >>>>>>>>> What
> >>>>>>>>> if I chose a protocol/programming such as
> >>>>JavaScript?
> >>>>>>>>>
> >>>>>>>>> Does DIS do this?  Are there any patents to be
> >>>>aware
> >>>>>>of?  If we
> >>>>>>>>> use
> >>>>>>>>> something like Caja on the server, or sandbox
> >the
> >>>>>>motion on the
> >>>>>>>>> server, could we insure the security of such an
> >>>>>>endeavor?
> >>>>>>>>>
> >>>>>>>>> Initially, I am thinking only of video download.
> >>>>>>>>>
> >>>>>>>>> Thanks,
> >>>>>>>>>
> >>>>>>>>> John Carlson
> >>>>>>>>> _______________________________________________
> >>>>>>>>> X3D-Public mailing list
> >>>>>>>>> X3D-Public at web3d.org
> >>>>>>>>> http://web3d.org/mailman/listinfo/x3d-
> >>>>>>public_web3d.org
> >>>>>>>>>
> >>>>>>>>> _______________________________________________
> >>>>>>>>> X3D-Public mailing list
> >>>>>>>>> X3D-Public at web3d.org
> >>>>>>>>> http://web3d.org/mailman/listinfo/x3d-
> >>>>>>public_web3d.org
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> _______________________________________________
> >>>>>>>> X3D-Public mailing list
> >>>>>>>> X3D-Public at web3d.org
> >>>>>>>> http://web3d.org/mailman/listinfo/x3d-
> >>>>public_web3d.org
> >>>>>>>
> >>>>>>> --
> >>>>>>> Nicholas F. Polys Ph.D.
> >>>>>>>
> >>>>>>> Director of Visual Computing
> >>>>>>> Virginia Tech Information Technology
> >>>>>>>
> >>>>>>> Affiliate Research Professor
> >>>>>>> Virginia Tech Computer Science
> >>>>>>>
> >>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> X3D-Public mailing list
> >>>>>>> X3D-Public at web3d.org
> >>>>>>> http://web3d.org/mailman/listinfo/x3d-
> >>>>public_web3d.org
> >>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> X3D-Public mailing list
> >>>>>>> X3D-Public at web3d.org
> >>>>>>> http://web3d.org/mailman/listinfo/x3d-
> >>>>public_web3d.org
> >>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> X3D-Public mailing list
> >>>>>>> X3D-Public at web3d.org
> >>>>>>> http://web3d.org/mailman/listinfo/x3d-
> >>>>public_web3d.org
> >>>>>>
> >>>>>>
> >>>>>>_______________________________________________
> >>>>>>X3D-Public mailing list
> >>>>>>X3D-Public at web3d.org
> >>>>>>http://web3d.org/mailman/listinfo/x3d-
> >public_web3d.org
> >>>>>
> >>>
> >>
> >>
> 
> 
> 
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> 
        
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