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Extensible 3D (X3D) Graphics: Basic Examples Archive |
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This archive provides a wide variety of basic open-source examples that show how to design and build X3D models. Many of these scenes have been used for confirmation, development and testing of essential node capabilities in X3D.
| 26 Directories, 745 X3D Models |
| 26 Directory Summaries | 745 X3D Models | ||||||||
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Chemical Markup Language (CML) provides support for most chemistry including molecules, compounds, reactions, spectra, crystals and computational chemistry. These examples show how to visualize Chemical Markup Language (CML) molecular definitions, combined with previously designed X3D model prototypes, by converting CML molecule definitions in XML through CmlToX3d.xslt stylesheet transformations. This process is described in the paper "Stylesheet Transformations for Interactive Visualization: Towards a Web3D Chemistry Curricula," originally published in Proceedings of Web3D 2003 Symposium, St. Malo France, 9-12 March 2003, ACM Press. |
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A supporting DIS chapter slideset is available online via X3dGraphics.com. Related work includes X3D-Edit DIS Support as well as the Open-DIS software library, which provides open-source implementations of DIS in C++, C#, Java, Objective-C and JavaScript. Advisory: the Distributed Interactive Simulation (DIS) component in not widely supported in X3D. Further work is welcome. |
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| VRML97 External Authoring Interface (EAI) was used to pass events from HTML scripts into VRML97 scene scripts. These scripting examples illustrate how to use the original External Authoring Interface (EAI) in the VRML97 specification. It allows scripts placed in an external HTML page to communicate with a VRML97 scene, using either Java or ECMAScript . These HTML scripting techniques were later unified with Script syntax inside the scene as the X3D Scene Authoring Interface (SAI). |
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| Shaders are special programs that interact directly with graphics hardware for special effects using light, darkness, and color within a model's appearance. A programmable shader allows authors to directly specify how an object is rendered by providing a method of programmatically modifying sections of the rendering pipeline. This allows replacement of the traditional fixed-function graphics API pipeline to support visual effects that typically cannot be implemented using other node components in this standard. These example scenes illustrate the X3D Programmable Shaders Component. Unfortunately, unlike X3D, shader languages are typically hardware-specific and not interoperable across different platforms. Mutually compatible X3D interfaces and syntax are defined for the OpenGL shading language (GLSL) binding, Microsoft high level shading language (HLSL) binding and the nVidia Cg shading language binding. |
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Unit statements can redefine the base units of length/angle/force/mass values in an X3D scene from meters/radians/newtons/kilograms to other units of interest. These examples demonstrate use of the X3D Units statements proposed for X3D version 3.3. Unit statements define conversion factors from default units in order to simplify the creation of content using minimal data translation. The original proposal provides further detail. |
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Universal Media Materials provide numerous complex Material values to simplify scene authoring and improve geometry appearance. These Universal Media examples provide a large suite of color-coordinated X3D/VRML Materials for easy usage by authors. Visual scenes are provided for browsing and selection from each collection. Entries can be copied directly or used via (internal or external) prototype declarations. This library of materials is originally converted from SGI's Open Inventor material examples. Material library selections are also built into the X3D-Edit authoring tool. Example use is further explained in the X3D for Web Authors slideset Chapter 5 - Appearance Material Textures. |
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Universal Media Panoramas are texture-mapped high-resolution Background nodes. These Universal Media examples provide a large suite of X3D/VRML Background nodes with customized images for easy author use. Visual scenes are provided for browsing and selection from each collection. Background nodes can be copied directly with multiple url site addresses included for each image texture in order to improve reliability. Example use is further explained in the X3D for Web Authors slideset Chapter 11 - Lighting and Environment. |
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| The VRML97 Specification was the second-generation predecessor specification that eventually led to the X3D Graphics International Standard, maintaining full compatibility with the X3D ClassicVRML Encoding.
Many 3D graphics systems support the Virtual Reality Modeling Language (VRML97). These scenes support the Examples section of the VRML97 specification.
The baseline source kept under version control is in Historic predecessor document references include the VRML Script Node Authoring Interface proposal of 6 October 1996, and the Virtual Reality Modeling Language (VRML) 1.0 Specification of 26 May 1995. |
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The X3D Resources: Examples page and X3D Developers Guide provide more information about the production of this archive.
| Point of contact: Don Brutzman (don.brutzman at gmail.com) |
README.Basic.txt Open-Source License |
Content Catalog XML Autogenerated 2026-03-22-07:00 |