[X3D-Public] WebGL Demo

Tony Parisi tparisi at gmail.com
Mon Sep 10 10:31:56 PDT 2012

I think what Joshua is saying is that they use VRML as part of their art
path e.g. intermediate format. It's essentially filling the role of COLLADA.

Is that a fair characterization?


On Mon, Sep 10, 2012 at 10:06 AM, Joshua Smith <jesmith at kaon.com> wrote:

> On Sep 10, 2012, at 12:34 PM, Don Brutzman <brutzman at nps.edu> wrote:
> > On 9/6/2012 2:48 PM, Joshua Smith wrote:
> >> All,
> >>
> >> This isn't X3D related except that we use some X3D/VRML technology in
> our development toolchain. But I figured some of you would find this
> interesting.
> >>
> >> http://goo.gl/cXKjD
> >>
> >> We've ported an app that we created for iOS over to javascript/webgl.
> >>
> >> The usual webgl caveats apply.
> >>
> >> -Joshua
> >
> > Joshua, agreed that this looks really great!  Congratulations.  8)
> >
> > If possible to tell us a bit more about your use of X3D/VRML, please do.
> We export VRML2 from 3DS MAX, where the geometry and texture, and
> sometimes animation keyframes are developed. The modelers use various
> techniques we've perfected over the years to maintain photorealism from an
> original pro photo shoot of the product, but yet have a traditional bag of
> texture triangles to render as output.
> We then read that VRML file into our proprietary software toolchain to do
> everything else. Specifically, animation, lighting, and attaching all the
> internationalized marketing copy.
> The result of that is something we call a "Master Model". We have written
> compilers that turn that master model into versions for the web (we use a
> Java applet), PDF (using Adobe's awful 3D renderer), v-OSK (a HD
> touch-screen computer system we sell), desktop/notebook (playing in a
> product we call the "Meson Platform" that we license to enterprises), iOS
> and Android apps, and now WebGL (the last three use basically the same
> format, except we compress the textures differently).
> We sell variation of that toolchain as "Strata Live 3D" which includes
> just the web compiler component.
> > It will be helpful to see what model capabilities are of best use for
> > your work.
> I'm not sure what you are asking here.
> >  Similarly your thoughts on best integration with HTML5/DOM
> > would be influential.  Thanks for posting about these excellent efforts.
> Well, as many of you know, I'm not a big fan of standardized viewers. My
> customers and my designers want too much control of the experience for me
> to rely on someone else to provide the UX. I firmly believe that was what
> doomed VRML 15 years ago. If you cannot use it for games and marketing,
> then it cannot achieve critical mass.
> Instead, I like the model of the browser where a collection of
> capabilities exist, but it is up to us developers to turn those into
> something functional and beautiful.
> That's why I like the WebGL approach, since it's just making a bunch of
> raw capabilities available. It's a steep climb to turn WebGL into something
> useful, though, and so it's great for folks to develop layers above that to
> render X3D or Collada or whatever and provide a default UX. But I'd never
> use those layers in my business, since I'm really in the UX business.
> So, really, I don't have a dog in the fight about HTML5/DOM integration
> happens, because that is kid stuff to us. We wouldn't ever use it (unless,
> I suppose, we were trying to facilitate an agency to re-use assets that we
> created for our marketing materials, or something).
> Does that make sense? Did I answer the question?
> >
> > 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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Tony Parisi                             tparisi at gmail.com
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