Advances in hardware, system software, and browsers have created consumer-grade platforms to display 3D and VR at price points that the nearly affordable world-wide. X3D needs to step up to meet these capabilities and provide the right service to developers and consumers. The following is a list of written or planned posts on the topic of X3Dng listed in order of best reading. Articles and links will be updated as they become available.
The initial version of Basx3DTM 3D the HTML Way has been released. This version is pre-alpha and is released to assist in the development of the next release of X3D V4. Basx3DTM is a 3D scene builder using declarative 3D nodes.
This is the fifth in a series discussing the next generation of X3D and addresses the needs and requirements for X3D for the display of 3D, AR, and VR content in the current ecosystem of display devices and environments. The 3D content is displaying in a larger ecosystem of including the user’s computer, browser, Internet, and originating server. As such it needs to work cooperatively within the environment and with other content already displaying in that environment.
This is the fourth in a series discussing the next generation of X3D. Archiving and long-term storage has always been a strong point of X3D. The ability to read and play content from years or even decades ago makes it unsurpassed in the 3D world. X3D has human-readable formats that can be used for archiving so that the content does not require special software to unpack and display the file contents. It is important to keep the long-term storage and access capability while along X3D to stay current with advances in display technology.
This is the third in a series discussing the next generation of X3D. The current architecture of X3D does not support the industry standards in modeling, archival, and user experience. It uses a single primary file with additional external resources loaded as needed including other X3D files or media (images, audio, video, and scripts). The capabilities made available in the X3D files are either insufficient (e.g., lack of deformable skin animation) or in conflict with the major display environment (e.g., Scripts). This post describes a systems architecture with implications for content architecture that addresses these issues.
This is one in a series examining the purpose of X3D - where is it's niche in the electronic ecosystem and what function does it perform. The series also looks at where X3D needs to evolve to best serve the ecosystem. This post looks at animation. It was motivated by issues involving deformable skins that are needed to animate non-mechanical models.
X3D and VRML have been an international standard since 1997. They define a means to model and texture 3D geometry, animate it, and provide user interaction. As an International Standard (VRML: ISO/IEC 14772, and X3D: ISO/IEC 19775-19777) these have provided extraordinarly stable and long-lasting formats. Content developed 20 years ago still runs today. That is an important legacy that should not be lost. At the other end of the timescale (today), there are environments and capabilities that could not have been imagined when the first standard was approved. X3D needs to keep a foot in the ancient past (as far as computer time goes) and current so that history is not lost.
Events in X3D are the means for generating and handling behaviors. All changes in the state (including geometry, appearance, animation; but not animated images) are because at least one event was generated and processed. Events can be generated by timers, user interactions, response to other events, or from external sources. Events are routed fro a particular field of a node to another field of a different node. This cycle repeats throughout the time the scene is running.