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<div class="moz-cite-prefix">John,<br>
<br>
Do you want to generate X3D or procedurally generate a scene which
is translated/converted/exported to X3D?<br>
<br>
If you try to directly generate X3D you will need to encode all of
the rules of X3D and the heuristics of good scene generation and
scene-graph layout into your generator. If you stick to generating
the scene, you can focus on higher level concepts.<br>
<br>
As Tom pointed out, there is procedurally generated geometry and
lots of success has been achieved with vegetation. There is a lot
of success with procedural animation (see Massive).<br>
<br>
Leonard Daly<br>
<br>
<br>
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<p class="MsoNormal">So here’s what I’m thinking. I can have a
pattern or family of patterns which an algorithm uses to
generate X3D procedurally.</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Do you think this will work? What other
patterns/algorithms could be created?</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">There might be something in UML?</p>
<p class="MsoNormal"><br>
I believe “pattern” is the right word, but you might choose
something better.</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">Thanks,</p>
<p class="MsoNormal"><o:p> </o:p></p>
<p class="MsoNormal">John</p>
<p class="MsoNormal"><o:p> </o:p></p>
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<div class="moz-signature">-- <br>
<font class="tahoma,arial,helvetica san serif" color="#333366">
<font size="+1"><b>Leonard Daly</b></font><br>
3D Systems & Cloud Consultant<br>
LA ACM SIGGRAPH Past Chair<br>
President, Daly Realism - <i>Creating the Future</i>
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