[x3d-public] X3d new version

John Carlson yottzumm at gmail.com
Sun Sep 5 16:27:21 PDT 2021


Haven’t really done much clothes modeling yet.  Consider if you want a
particle system for simulating wind, micro movements of human.   I’ve see
demos where they fake the cloth motion by training an AI how cloth behaves.

John

On Sun, Sep 5, 2021 at 6:20 PM Konstantin Smirnov <
konstantin.e.smirnov at gmail.com> wrote:

> Also doing research in clothes modeling and visualization. Interval math
> project with x3d
>
> пн, 6 сент. 2021 г., 02:10 Konstantin Smirnov <
> konstantin.e.smirnov at gmail.com>:
>
>> Thanks!  I am also looking for the most efficient ways of coding for
>> from, JS and. Net
>> While knowing, improving skills
>>
>> пн, 6 сент. 2021 г., 01:50 John Carlson <yottzumm at gmail.com>:
>>
>>> While using interpolators is useful, I don’t really think they are
>>> useful for 10000 vertices changing in different directions at the same
>>> time.   You need a script, shaders or some kind of physics.   I have an
>>> unusual case.
>>>
>>> GL,
>>>
>>> John
>>>
>>> On Sun, Sep 5, 2021 at 3:45 PM Joseph D Williams <joedwil at earthlink.net>
>>> wrote:
>>>
>>>>
>>>>
>>>>    - Could we change shapes dynamically etc
>>>>
>>>>
>>>>
>>>> How do you wish to change the shape.?
>>>>
>>>> If it has points then you just tell the start positions and the final
>>>> positions.
>>>>
>>>> If the number of points or the connections between the points change
>>>> then it is slightly mor complicated.
>>>>
>>>> Look at x y z scaling changes, coordinate interpolators, the
>>>> hanimdisplacer, and, like John mentioned, slightly shaders.
>>>>
>>>> Good Luck,
>>>>
>>>> Joe
>>>>
>>>>
>>>>
>>>> *From: *Konstantin Smirnov <konstantin.e.smirnov at gmail.com>
>>>> *Sent: *Sunday, September 5, 2021 11:33 AM
>>>> *To: *John Carlson <yottzumm at gmail.com>
>>>> *Cc: *x3d-public at web3d.org
>>>> *Subject: *Re: [x3d-public] X3d new version
>>>>
>>>>
>>>>
>>>> Thanks for the feedback!
>>>>
>>>>
>>>>
>>>> вс, 5 сент. 2021 г., 21:30 John Carlson <yottzumm at gmail.com>:
>>>>
>>>> You can change position and normal in a vertex shader, but not
>>>> connectivity.   I’m pretty sure that connectivity stays the same, unless
>>>> you have a geometry (or tessellation) shader.  If you choose to change
>>>> position or  normal in a Script,  you will likely find it slower.   Those
>>>> are reasons why subdivision (X3DOM) and quality (SAI) are introduced, to
>>>> improve quality.  You should try to see if updating subdivisions in X3DOM
>>>> achieves what you want.
>>>>
>>>>
>>>>
>>>> There really is no need to modify connectivity, imho, unless you are
>>>> doing multi resolution modeling (I’ll let you look that up for yourself).
>>>>
>>>>
>>>>
>>>> In other words, changing connectivity would look extremely weird.
>>>> Even morphing keeps connectivity, AFAICT.
>>>>
>>>>
>>>>
>>>> Suggestion:   Look up ray tracing, and think about probabilistic ray
>>>> tracing.
>>>>
>>>>
>>>>
>>>> You shouldn’t leverage non-standard features in an X3D implementation,
>>>> because you may find that they will become deprecated and removed.
>>>>
>>>>
>>>>
>>>> On Sun, Sep 5, 2021 at 3:46 AM Konstantin Smirnov <
>>>> konstantin.e.smirnov at gmail.com> wrote:
>>>>
>>>> Hello
>>>>
>>>> What new version features are? In JS
>>>>
>>>> Could we change shapes dynamically etc
>>>>
>>>> _______________________________________________
>>>> x3d-public mailing list
>>>> x3d-public at web3d.org
>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>
>>>>
>>>>
>>>
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