<div dir="auto">Sorry, perhaps I didn’t express my use case very well.</div><div dir="auto"><br></div><div dir="auto">I have spherical equations of the form:</div><div dir="auto"><br></div><div dir="auto">r = A + B * cos (C * theta) * cos (D * phi)</div><div dir="auto"><br></div><div dir="auto">Where A,B,C and D are unending, changing, keyframed and interpolated parameters.</div><div dir="auto"><br></div><div dir="auto">I would like to present the equations to a live group of people on the web and also allow the people to interact with the parameters themselves.</div><div dir="auto"><br></div><div dir="auto">I would like to leverage a wide variety of materials, including refractive and reflective surfaces.</div><div dir="auto"><br></div><div dir="auto">If someone knows a declarative file format to express this in, I’m all ears.</div><div dir="auto"><br></div><div dir="auto">Let’s get the file format first, then worry about performance.</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jul 15, 2024 at 10:55 AM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">I’ll probably be converting my X3D files to glTF. USD might be possible after that. My biggest issue with converting is that my files contain either script nodes or shaders, and I haven’t seen much source to source conversions for those. I’ve not seen too much USD support on the web yet. The web is where the rubber meets the road.</div><div dir="auto"><br></div><div dir="auto">I’ve investigated tools like FX3D/FVRML and Mathematica, but I’m not really sure if those tools support reflection and refraction, or even transparency. Or web support.</div><div dir="auto"><br></div><div dir="auto">So at this point, I’m hoping that X3D tools can be built to leverage glTF materials (X_ITE) and I can apply vertex shaders do to morphing, since scripting languages are too slow.</div><div dir="auto"><br></div><div dir="auto">In other words, in order to do declarative graphics programming, it still requires a lot of scripting, and the promise of X3D was to eliminate scripting, or at least, imperative scripting.</div><div dir="auto"><br></div><div dir="auto">Yes, I am bummed. Even something like declarative surface subdivisions ala X3DOM would be welcome. Gives a quadrilateral or a sphere, how do I break up the surface into a mesh declaratively? Can we do repeatS or repeatT on geometry?</div><div dir="auto"><br></div><div dir="auto">Ideally, I could do declarative transitions through the use of keyframed parameters on mathematical equations.</div><div dir="auto"><br></div><div dir="auto">When are we going to get there? Can I help?</div><div dir="auto"><br></div><div dir="auto">I only have 4-6 parameters to my equations. Conceivably, I could create a stochastic interpolator which provides an infinite list of parameter tuples or frames.</div><div dir="auto"><br></div><div dir="auto">Why worry about the competition, when we should be forging ahead? When are actual problems going to be addressed? Why trade one set of problems for another?</div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Jul 15, 2024 at 10:06 AM Joe D Williams via x3d-public <<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><a href="https://www.youtube.com/watch?v=Z-WTelO-IgU" rel="noreferrer" target="_blank">https://www.youtube.com/watch?v=Z-WTelO-IgU</a><br>
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Anyone looking at this?<br>
Thanks, <br>
Joe<br>
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