[x3d-public] X3d new version

Konstantin Smirnov konstantin.e.smirnov at gmail.com
Sun Sep 5 19:12:28 PDT 2021


Thanks

пн, 6 сент. 2021 г., 02:27 John Carlson <yottzumm at gmail.com>:

> 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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