[x3d-public] X3D minutes16 July 2020: final assessment for X3D4 draft specification publication

Don Brutzman brutzman at nps.edu
Sat Jul 18 07:52:55 PDT 2020

Thanks Michalis for correction and interesting extrapolations!

Let's apply a good heuristic for strategic planning:  "Assume success, then what happens?"

Let's next assume "Current work for X3D4 passes all Web3D Consortium requirements for specification documents, effectively implementing and evaluating example scenes across multiple X3D open-source and closed-source players."  With each passing week's progress, this looks more and more like a probable assumption.  Given our steady deliberate resolution of open issues, am guessing that final final lock for X3D 4.0 and formal submission of Committee Draft (CD) to ISO will likely be approved by Web3D members shortly after the online Web3D 2020 Conference this coming November.

Then what happens?  Well... a solid basis for X3D progress is widely shared already, and you are describing how much more good glTF work can get used in X3D4.

Extrapolating further, I think that the extensibility of X3D means that our group efforts in 2021 might be more focused and componentized as well.  For example, all of the following topics might be approved as a coherent collection of capabilities in a follow-on draft X3D version 4.1.

Lot's of bright prospects ahead... again thanks for thinking ahead.  Have fun with X3D4!  8)

On 7/17/2020 1:21 PM, Michalis Kamburelis wrote:
> NPS Security WARNING: This is an external email. Do not click links or open attachments unless you recognize the sender and have confidence the content is safe.
> Don Brutzman <brutzman at nps.edu <mailto:brutzman at nps.edu>> wrote:
>     g. Mantis 1258 Layout component deprecation, yes or no?
>          Following discussion: NO, implemented by Castle Game Engine, X_ITE/Titania, FreeWrl)
> Clarification: Castle Game Engine *does not* (for now) implement Layout component.
> I merely pointed out today that X_ITE/Titania implement it :)
> We *may* support Layout in the future. It seems a useful component (although we already have a custom solution for layers in CGE, but adopting X3D Layers is also useful). See my answer on http://web3d.org/pipermail/x3d-public_web3d.org/2019-October/011330.html .

Very good.  Confirming: we'll stick with yesterday's decision to keep Layout component without deprecation.

>     Great news: aligning with glTF PBR means that we don't have to re-invent or re-legislate hard-core 3D graphics capabilities.  Rather we happily ride above glTF with confidence that everything is renderable.  Doug mentioned a number of interesting capabilities that glTF community can answer.
>     Not proposed or currently planned in X3D4.0: Khronos Universal Textures, Draco compression or OGC/Cesium tiles (for terrain).  These are likely wonderful topics for future discussion and potential adoption.  Having a strong basis for glTF in X3D4 makes all of these advanced capabilities directly actionable.
> That is very true. We can now consider integrating more solutions from glTF. You already mentioned some above, I can also add:
> - Binary meshes in a GPU-friendly format. X3DOM already has them -- https://github.com/michaliskambi/x3d-tests/wiki/Binary-meshes . I would like to have them some day in Castle Game Engine, and X3D 4.x too :)
> - Environment lighting. Deferred after X3D 4.0. But it will not wait long :) I want this feature in CGE too, so I will work on it anyway rather soon.
> - Maybe: Fancy material features for fabric, clearcoat. See
> https://www.babylonjs-playground.com/frame.html#BNIZX6#4
> https://www.babylonjs-playground.com/frame.html#7F7PN6#8
>      From https://doc.babylonjs.com/api/classes/babylon.gltf2.loader.extensions.khr_materials_clearcoat , https://doc.babylonjs.com/api/classes/babylon.gltf2.loader.extensions.khr_materials_sheen , proposed spec on https://github.com/KhronosGroup/glTF/pull/1677/files , https://github.com/KhronosGroup/glTF/pull/1688/files .
> Regards,
> Michalis

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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