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Package Summary
Package
Description
        Chapter 1 Technical Overview
      describes design and development efforts for the
        X3D Graphics Specification.
        Chapter 2 Geometry Primitives:
      Shape nodes can contain one geometry node and one Appearance node.
        Chapter 3 Grouping:
      grouping nodes help to organize the scene graph, can establish relative coordinate systems, and can contain most other kinds of X3D nodes.
        Chapter 4 Viewing Navigation:
      authors can design scenes to help users navigate to Viewpoints of interest, 
      and also create user-selectable geometry links using an Anchor (just like HTML).
        Chapter 5 Appearance Material Textures:
      Appearance defines how color, material and texture images are applied as the visual characteristics of a shape.
        Chapter 6 Geometry Points Lines Polygons
      shows how numerous X3D nodes are available for presenting points, lines, and a variety of polygonal meshes.
        Chapter 7 Event Animation and Interpolation
      shows how event values can be generated through TimeSensor, ROUTE and interpolator chains to create animation effects in a scene graph.
        Chapter 8 User Interactivity
      shows how a variety of sensors detect user interactivity with a scene, allowing authors to
      define animation responses in a device-independent, display-independent way.
        Chapter 9 Event Utilities Scripting
      shows how event-utility nodes allow conversion and connection of different data types via ROUTEs, while
      Script nodes allow authors to write their own event-handling code for special scene capabilities.
        Chapter 10 Geometry2D
      nodes simplify creation of simple planar shapes, which can be helpful for billboards and user interfaces.
        Chapter 11 Lighting and Environmental Effects:
      Light nodes make the appearance of geometry visible and viewable in a scene.
        Chapter 12 Environment Sensors and Sound:
      environmental sensors detect user visibility proximity and collision, while
        3D spatial sound sources can greatly improve user engagement in a scene.
        Chapter 13 Geometry: Triangles and Quadrilaterals
      shows fundamental geometry representations that are
        typically created by authoring tools to build complex polygonal meshes and shapes.
        Chapter 14 Prototypes
      let authors define a new X3D node made up of other X3D nodes,
      extending the language for any scenes in new and interesting ways.
        Chapter 15 Metadata
      shows how typed metadata is used to identify the data relevant to X3D scenes and shapes, enabling the possibility of
        further correlation, discovery and Web-based mashups to occur.
        KelpForestExhibit
      from the Monterey Bay Aquarium demonstrates what students can accomplish together using VRML and X3D.