[x3d-public] Physically Based Rendering gltf examples in .x3d form; design approach confirmed, encourage X3D4 implementation

John Carlson yottzumm at gmail.com
Tue Sep 29 13:55:36 PDT 2020


Interestingly enough, we can convert glTF to X3D XML and thus to X3D JSON ,
I believe.   So there’s kind of a competition between the two JSON
encodings.

I assume that if Web3D accepts a standard, we can use the standard like any
other X3D standard?

John

On Tue, Sep 29, 2020 at 12:19 PM Don Brutzman <brutzman at nps.edu> wrote:

> Meeting today: Michalis Dick Don, regrets (and feedback) from Andreas.
>
>
>
> Michalis has the following .x3dv examples prepared:
>
>
>
> [6] michaliskambi > x3d-tests > pbr
>
>      https://github.com/michaliskambi/x3d-tests/tree/master/pbr
>
>
>
> He graciously agreed to export XML .x3d versions as well so I don't spend
> time (or make errors) transcribing them in preparation for regression
> testing.
>
>
>
> He will also add screenshots for each model so that everyone knows what
> expected rendering looks like.
>
>
>
> We hope that this really facilitates other X3D4 implementations and
> encourages consistent presentation.
>
>
>
> The above examples are all authored by Michalis and in open source, some
> textures are by others and given appropriate credit.
>
>
>
> On 9/29/2020 7:32 AM, Don Brutzman wrote:
>
> > With X3D XML Schema and DOCTYPE complete, and X3D Schematron rules
> addable without too much difficulty, we're ready for next steps.
>
> >
>
> > As part of examples improvements, am hoping to put them in our archives
> so that regression testing can be performed.
>
> >
>
> > [1] X3D Resources, Example Archives
>
> >
> https://www.web3d.org/x3d/content/examples/X3dResources.html#Examples
>
> >
>
> > May I suggest that we create an PhysicallyBasedRendering section
> directory for these at
>
> >
>
> > [2] X3D for Advanced Modeling (X3D4AM) Examples Archive
>
> >      https://x3dgraphics.com/examples/X3dForAdvancedModeling/
>
>
>
> We agreed to put copies of them there, matching and in open source (of
> course).  Thank you Michalis.
>
>
>
> > Wondering, where might I find the examples you've shown?  Am looking at
>
> >
>
> > [3] michaliskambi > x3d-tests >
>
> >      Include PBR (PhysicalMaterial and related concepts) in the official
> X3D specification
>
> >
> https://github.com/michaliskambi/x3d-tests/wiki/Include-PBR-%28PhysicalMaterial-and-related-concepts%29-in-the-official-X3D-specification
>
> >
>
> > and then
>
> >
>
> > [4] michaliskambi > x3d-tests > Converting glTF to X3D
>
> >
> https://github.com/michaliskambi/x3d-tests/wiki/Converting-glTF-to-X3D
>
> >
>
> > and then
>
> >
>
> > [5] castle-engine > demo-models > glTF > sample models for Castle Game
> Engine
>
> >      https://github.com/castle-engine/demo-models/tree/master/gltf
>
> >
>
> > Wondering how to establish a baseline.  Might it be possible to use
> Castle Engine to Inline load each of these gltf examples and save each one
> of them back out as X3D?
>
>
>
> He confirmed that, rather than Inline (which would be preserved verbatim
> on saving) it is possible to
>
> - open a glTF model in view3dscene, then
>
> - save as X3D
>
>
>
> An update to the following converter is in progress to match the latest
> X3D4 node signatures, will be finished soon.  At that point anyone can
> perform this step via
>
>
>
> [7] Castle Game Engine: Convert everything to X3D
>
>      https://castle-engine.io/convert.php
>
>
>
> We will work on those Khronos-provided glTF examples after adapting his
> existing examples for regression testing.
>
>
>
> > Primary format in the example archives is XML .x3d file encoding,
> preforming maximum validations, then all other variants are then converted
> from that in order to check proper X3D representations in X3DOM, X_ITE,
> ClassicVRML, JSON, EXI, Java, Python, Turtle, and pretty-print HTML
> documentation.
>
>
>
> Interestingly X_ITE and X3DOM versions are automatically provided as part
> of this Web3D Examples Archive endeavor.  Helpful for checking.
>
>
>
> > Looking forward to getting into pair-wise production and publication
> together.
>
> Additional implementations: the past week's work on XML Schema and X3DUOM
> have each provided significant implementation checks that the interface
> hierarchy is coherent and consistent, without internal contradictions.  X3D
> Tooltips add clarity and link to various representations.  X3D Validator
> provides error checking.
>
>
>
> [8] X3D Specifications: Schema and DOCTYPE Validation
>
>      https://www.web3d.org/specifications
>
>
> https://www.web3d.org/specifications/X3dSchemaDocumentation4.0/x3d-4.0.html
>
>      https://www.web3d.org/specifications/X3dDoctypeDocumentation4.0.html
>
>
>
> [9] X3D Unified Object Model (X3DUOM) v4
>
>      https://www.web3d.org/specifications/X3dUnifiedObjectModel-4.0.xml
>
>
>
> [10] X3DJSAIL: X3D Java Scene Access Interface Library
>
>       https://www.web3d.org/specifications/java/X3DJSAIL.html
>
>
>
> [11] X3D Validator
>
>       https://savage.nps.edu/X3dValidator
>
>
>
> Next: Dick and I will work on clarifying X3D4 specification prose further
> in a follow-on session this week.
>
>
>
> The three of us all think it is fair to say that the PBR design is now
> complete and correct.  All of our major questions are answered
> satisfactorily. We are next pursuing implementation and evaluation of
> examples to confirm that conclusion. This work is already implemented in
> open-source Castle Game Engine / view3dscene.
>
>
>
> Suggest that other rendering implementations can now proceed with a high
> degree of confidence that integration of glTF, physically based rendering
> (PBR) and non-photorealistic rendering (NPR) is feasible and ready for
> implementation by other X3D4 players.
>
>
>
> Again thanks to Michalis for superlative design/implementation efforts,
> again thanks to everyone who helped with many questions critiques and
> contributions.  Totally impressive team effort.
>
>
>
> On our way... Have fun with advanced rendering in X3D4!!  8)
>
>
>
> all the best, Don
>
> --
>
> Don Brutzman  Naval Postgraduate School, Code USW/Br
> brutzman at nps.edu
>
> Watkins 270,  MOVES Institute, Monterey CA 93943-5000 USA   +1.831.656.2149
>
> X3D graphics, virtual worlds, navy robotics
> http://faculty.nps.edu/brutzman
>
>
>
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