Core Web 3D with Cdrom

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The technology, tools, and bandwidth are here: Use them now with Core Web3D!

  • The Web developer's guide to state-of-the-art 3D on the Internet
  • Integrate Web3D into any Web site-without getting buried in code
  • Covers VRML97, Java 3D, and...
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Overview

The technology, tools, and bandwidth are here: Use them now with Core Web3D!

  • The Web developer's guide to state-of-the-art 3D on the Internet
  • Integrate Web3D into any Web site-without getting buried in code
  • Covers VRML97, Java 3D, and hot new MPEG-4 and X3D technologies

Forewords by Dave Raggett, HTML Architect for the World Wide Web Consortium; Mark Pesce and Tony Parisi, Co-inventors of VRML and past Directors of the Web3D Consortium

The Web developer's guide to 3D on the Internet...

Finally, the technology, tools, bandwidth, and computing power are in place to smoothly deliver compelling 3D content over the Web. And now there's a book that helps Web developers leverage 3D—without getting overwhelmed by code!

Core Web3D unveils a suite of technologies that make it possible to deliver remarkable 3D content over the Web: VRML97, Java 3D, MPEG-4, as well as the exciting new X3D (Extensible 3D using XML), which promises to deliver interoperable, lightweight Internet and broadcast 3D.

3D experts Aaron E. Walsh and Mikaël Bourges-Sévenier demonstrate how Web3D delivers key advances over previous technologies, including international standardization, interoperability, browser ubiquity, fourth-generation APIs, and visual authoring tools.

Discover how to integrate Web3D technologies seamlessly into any Web site, by repurposing, modifying, and customizing existing Web3D content-getting great results without reinventing the wheel.

Core Web3D is the perfect guide for every Web developer working with media-rich sites.

EVERY CORE SERIES BOOK:

  • DEMONSTRATES practical techniques used by professional developers
  • FEATURES robust, thoroughly tested sample code and realistic examples
  • FOCUSES on the cutting-edge technologies you need to master today
  • PROVIDES expert advice that will help you build superior software

Core Web3D delivers:

  • Comprehensive introduction to VRML97, Java 3D, MPEG-4/BIFS, and X3D
  • Detailed guidance on repurposing existing Web3D code to your specific needs
  • Hands-on coverage of the hot new MPEG-4/BIFS standard and the future X3D standard
  • Straight-from-the-hip comparisons of Web3D technologies
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Product Details

  • ISBN-13: 9780130857286
  • Publisher: Pearson Education
  • Publication date: 9/14/2000
  • Series: Core Series
  • Pages: 1142
  • Product dimensions: 6.97 (w) x 9.22 (h) x 1.63 (d)

Read an Excerpt

PREFACE:

Preface

Welcome to Core Web3D, a programmer's introduction to 3D for the Internet. As a professional Web developer, you've probably heard about technologies such as VRML97, Java 3D, MPEG-4, and X3D. This book introduces you to each, in detail and from a programmer's perspective, so that you can weave any one (or all four) into your own Web sites.

If you've been waiting for the right opportunity to jump into Web3D, now is the time. For the first time in computer history, the major pieces of the puzzle are in shape to deliver interactive 3D to the average end user. Yesterday Web3D for the average computer user was impractical, if not entirely impossible. Today, for the first time ever, advances in key Web3D technologies, bandwidth, and sheer processing power give us the ability to deploy interactive 3D to our friends, users, and clients.

This book has been a long time in the making. Over six years, actually, as VRML emerged from concept in 1994 and re-emerges as X3D today. Until now, there was no market for Core Web3D simply because the infrastructure wasn't in place to deliver such content to the masses. Things have changed, and today's a different game entirely.

Just as images swept over the Web soon after text-only pages surfaced, followed by audio and video. 3D is now on fire. Major online retailers and entertainment sites have recently embraced Web3D as a strategic mechanism for attracting and holding onto customers, opening the floodgates that we've been battering at for years. By the year 2005 you won't be able to surf the Web without encountering 3D content anymore than you can surf today without bumping into audio andvideo: 3D is the natural progression of media for the Web. It is inescapable. Learn how to harness it.

The authors of Core Web3D are not passive observers in this revolution; we're on the front lines, every day. With no exception, each author and technical reviewer involved with this book is actively involved in the design, development, and advancement of Web3D technologies and standards. We share an unbridled passion for rich, interactive 3D experience delivered over the Internet and hope that our time in the R&D trenches and rides atop commercial Web3D ventures will be of value and interest to you as you lead the charge for Web3D on your own virtual ground.

Although we would have preferred to provide you with in-depth coverage of every Web3D technology now available, a physical limit to the number of pages we could use in this book puts a practical block on how much we would write about. It's impossible to cover everything. We choose, instead, to focus on four key Web3D technologies: VRML97, Java 3D, MPEG-4, and X3D. And, since it's not possible to cover these four technologies exhaustively in one book, we didn't try. Instead, Core Web3D is the lead book in a forthcoming series of Web3D books—Core Java 3D, Core MPEG-4, and Core X3D are soon to follow.

What you have in Core Web3D is a technical introduction, from a professional programmer's perspective, of each. In this book you'll learn how these four technologies are similar and how they differ. You'll program in each, as you explore the fundamental concepts and major features of each. And, finally, you'll learn how to customize existing Web3D content for your own purposes, so that you can get a jump on developing professional quality 3D for your own Web site. We hope you enjoy the ride as much as we do.

How This Book Is Organized

Core Web3D is organized into five major parts, each dedicated to a specific technology. Following is an overview of each part.

Part 1: Introduction

Although 3D for the Internet has been with us since 1994, when VRML 1.0 was first conceived, today we're finally seeing Web3D technologies flourish thanks to significant advances in technology, bandwidth, and desktop processing power. Part 1 takes a hard look at why Web3D in general, and VRML in particular, were impractical before today. Here you'll find an explanation of the term "Web3D" as used throughout this book and the key technologies discussed herein (specifically VRML97, Java 3D, MPEG-4/BIFS, and X3D). The chapters in this part also provide an overview of the Web3D Consortium (...

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Table of Contents

I. INTRODUCTION.

1. Why Bother?
Unveiling Web3D. Everything Changes with Web3D. Bandwidth Limitations. Platform Limitations. Content Authoring-Tool Limitations. Web3D in Action. Product and Data Visualization. eCommerce and Business Applications. Entertainment: Fun and Games. Web Page Enhancement. News and Advertisement Enhancement. Summary.

2. Overview of Web3D.
Web3D Consortium. Web3D: A New Generation of 3D. Virtual Reality Modeling Language (VRML). How VRML Came to Be. VRML 1.0. VRML 2.0 and VRML97. Extensible 3D (X3D, Formerly Known as VRML-NG). Java 3D. MPEG-4. Binary Format for Scenes (BIFS). Extending VRML. Summary.

3. Entering the Third Dimension.
Wired for 3D. 3D on Canvas. Monocular Depth Cues. 3D on the Computer. Computer 3D Concepts and Jargon. Computer 3D Fundamentals. Summary.

II. VIRTUAL REALITY MODELING LANGUAGE.

4. vrml Overview.
History. VRML 1.0. VRML 2.0 and VRML97. The Motivation behind Moving Worlds. From Moving Worlds to VRML 2.0. Essential VRML Jargon. VRML Browsers. VRML Plug-ins. Objects, Scenes, and Worlds. VRML Files. Summary.

5. VRML Fundamentals.
Scene Graphs. Nodes. Fields. Events. Shapes, Geometry, and Appearance. Primitive Objects. Complex Objects. Text Objects. Coordinate Systems. Summary.

6. Weaving VRMl Into Web Pages.
Direct Access. JavaScript Popup Windows. JavaScript vs JScript. FORM Buttons. Window Defaults. Variable Window Settings. Hyperlinks. Embedding VRML into HTML. Compressing VRML Files. Beyond GZip Compression. Sniffers. Related VRML Nodes. WorldInfo. Anchor Node. Viewpoint. NavigationInfo. Summary.

7. Customizing Location, Size, and Orientation.
Moving, Scaling, andRotating. The Transform Node. Coordinate Systems. Scaling and Rotation. Nesting Transform Nodes. Summary.

8. Customizing Color and Texture.
Appearance and Material. Material Colors. Textures. Transforming Textures. Summary.

9. Customizing Light, Background, Fog, and Sound.
Lights. Calculating Lighting Effects. DirectionalLight. PointLight. SpotLight. Sky, Ground, and Backgrounds. Sky Colors. Ground Colors. Panoramic Background Images. Fog. Sounds. Ambient and Spatialized Sounds. Sound Node. AudioClip Node. MovieTexture Node. Summary.

10. Creating New VRML Worlds.
Inlining Files. Nested Inlining. Electronics Showroom. Prototypes. PROTO. EXTERNPROTO. Inlining Prototypes. Visual Development Tools. World Builders. Geometric Modelers. Behavior Modelers. Specialty Tools. Summary.

III.: JAVA 3D.

11. Java 3D Overview.
Java and Java 3D. Java Programming Required. Java 2 vs Java 1.2. Core Libraries and Extensions. Java 3D Specifications and Implementations. Java 3D Programs. Installing Java 2 and Java 3D. The Java 3D API. Java Media APIs. Java Media Packages and Development Cycles. Java 3D Packages. Design Goals. Version Overview. Straddling the Middle. Java 3D vs Low-level Rendering APIs. Java 3D vs Modeling File Formats. VRML-Java 3D Working Group. Key Java 3D Features. Scene Graph Programming Model. Rendering Control. Scalable Performance. Behaviors. Generic Input Devices. Geometry Compression. Convenience and Utility Classes. Versatile View Model. Camera-based View Model. Summary.

12. Java 3D Fundamentals.
Java 3D Scene Graph and API Basics. Scene Graph Basics. Java 3D API Basics. Digging Deeper into Java 3D. Scene Graph Superstructure. SimpleUniverse Utility Class. Branch Graphs. Scene Graph Objects. Scene Graph Viewing Objects. Coordinate System. Creating a Simple Virtual Universe. Implementing HelloUniverse. Running HelloUniverse. Summary.

13. Customizing Size, Location, and Orientation.
Introduction. Translation. Rotation. Scaling. Transforms (javax.media.j3d.Transform3D). The TransformGroup Class (javax.media.j3d.TransformGroup). Hierarchies. Representing Rotations. The Transform3D Class. Examples. Loading and Transforming VRML Worlds. The Concept of a “Loader” . Making a Scene. The VView Application. In the Beginning. Finding a Good Vantagepoint. Making It Move. Summary.

14. Customizing Color and Texture.
Appearance and Material. Appearance Bundles. Appearance Attributes. Material. Textures. Texture Coordinates. TextureLoader (com.sun.j3d.utils.image.TextureLoader). Texture (javax.media.j3d.Texture). MIP Mapping. Transforming Textures. Summary.

15. Customizing Background, Fog, Lighting, and Sound.
Bounding Regions. Backgrounds. Fog. Lighting. Directional Lights. Point Lights. Spot Lights. Ambient Light. The Complete Lighting Example. Sound. Common Elements. Manipulators. PointSound. ConeSound. BackgroundSound. Summary.

IV.: MPEG-4/BIFS.

16. MPEG-4 Overview.
What Is MPEG? Fundamental Concepts. MPEG-1: Coding of Moving Pictures and Associated Audio or Digital Storage Media at up to About 1.5 Mbit/s. MPEG-2: Generic Coding of Moving Pictures and Audio. MPEG-4: Coding of Audiovisual Objects. MPEG-4/BIFS. Anatomy of an MPEG-4 Terminal. MPEG-7: Multimedia Content Description Interface. The Future of MPEG-4. Summary.

17. MPEG-4 Binary Format for SceneS (BIFS).
Binary Format for Scenes (BIFS). Fundamental Differences with VRML97. New Scene Features and New Nodes. Let's Shrink the Scene…. A Crash Course on Quantization. BIFS-Command Protocol. Decoding Scene Graph Elements. Example: Encoding a Simple Scene Step-by-Step. Example 2: Using QuantizationParameter Node. BIFS Commands. Summary.

18. Animating Scenes with BIFS-Anim.
The BIFS-Anim Protocol. Decoding the BIFS-Anim Mask. Decoding the BIFS-Anim Frames. Summary.

19. Customizing Vrml For Bifs.
Converting VRML Contents to BIFS. Converting from VRML to BIFS. Encoding in BIFS-Commands. Encoding in BIFS-Anim. Customizing VRML Contents. Displaying Multiple Views of a Scene at Once. Adding a 2D Menu Bar. What's Next? Summary.

V.: X3D.

20. Why X3D?
Size Matters. VRML Lite. The Corporate Soap Opera. In the Right Place at the Wrong Time. Ten Pounds in a Five-Pound Bag. Conformance Concerns. Working with the Web. I Want It NOW! I Hear You Calling. The Real World. Science Marches On. 3D Everywhere. Summary.

21. X3D Overview.
Early Beginnings. X3D (VRML-NG) Requirements. What X3D Isn't. Meet the Candidates. Shout Core X3D Proposal. blaxxun Core X3D Proposal. DRaW Computing Core X3D Proposal. newObjectivity Core X3D Proposal. Sony Blendo Proposal. X3D Specification Contribution Proposals. X3D Extension Proposals. NURBS. And the Winner Is…. Summary.

22. Weaving X3D into Web Pages.
Why Use Markup? What Is XML? Why Create X3DML? X3DML Fundamentals. Introduction to the X3DML Vocabulary. X3DML Document Type Definition (DTD). XML Schemas. Adding X3D/XML to Your Web Page. Namespaces. Document Type Definitions (DTDs) in Detail. What a Document Type Definition Does. What a Document Type Definition Defines. Document Type Declaration. Notation Declaration. Parameter Entity Declaration. Character Declaration. A Longer View. Summary.

Appendix A: VRML Browsers.
Contact, by blaxxun. Cortona, by ParallelGraphics. Cosmo Player, by Cosmo Software. VRML 2.0 Viewer, by Microsoft. WorldView, by Intervista.

Appendix B: VRML Resources.
Appendix C: Java 3D Resources.
Appendix D: MPEG-4 resources.
Appendix E: X3D Resources.
Appendix F: Other 3D Technologies for the Web.

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Preface

PREFACE:

Preface

Welcome to Core Web3D, a programmer's introduction to 3D for the Internet. As a professional Web developer, you've probably heard about technologies such as VRML97, Java 3D, MPEG-4, and X3D. This book introduces you to each, in detail and from a programmer's perspective, so that you can weave any one (or all four) into your own Web sites.

If you've been waiting for the right opportunity to jump into Web3D, now is the time. For the first time in computer history, the major pieces of the puzzle are in shape to deliver interactive 3D to the average end user. Yesterday Web3D for the average computer user was impractical, if not entirely impossible. Today, for the first time ever, advances in key Web3D technologies, bandwidth, and sheer processing power give us the ability to deploy interactive 3D to our friends, users, and clients.

This book has been a long time in the making. Over six years, actually, as VRML emerged from concept in 1994 and re-emerges as X3D today. Until now, there was no market for Core Web3D simply because the infrastructure wasn't in place to deliver such content to the masses. Things have changed, and today's a different game entirely.

Just as images swept over the Web soon after text-only pages surfaced, followed by audio and video. 3D is now on fire. Major online retailers and entertainment sites have recently embraced Web3D as a strategic mechanism for attracting and holding onto customers, opening the floodgates that we've been battering at for years. By the year 2005 you won't be able to surf the Web without encountering 3D content anymore than you can surf today without bumping into audioandvideo: 3D is the natural progression of media for the Web. It is inescapable. Learn how to harness it.

The authors of Core Web3D are not passive observers in this revolution; we're on the front lines, every day. With no exception, each author and technical reviewer involved with this book is actively involved in the design, development, and advancement of Web3D technologies and standards. We share an unbridled passion for rich, interactive 3D experience delivered over the Internet and hope that our time in the R&D trenches and rides atop commercial Web3D ventures will be of value and interest to you as you lead the charge for Web3D on your own virtual ground.

Although we would have preferred to provide you with in-depth coverage of every Web3D technology now available, a physical limit to the number of pages we could use in this book puts a practical block on how much we would write about. It's impossible to cover everything. We choose, instead, to focus on four key Web3D technologies: VRML97, Java 3D, MPEG-4, and X3D. And, since it's not possible to cover these four technologies exhaustively in one book, we didn't try. Instead, Core Web3D is the lead book in a forthcoming series of Web3D books—Core Java 3D, Core MPEG-4, and Core X3D are soon to follow.

What you have in Core Web3D is a technical introduction, from a professional programmer's perspective, of each. In this book you'll learn how these four technologies are similar and how they differ. You'll program in each, as you explore the fundamental concepts and major features of each. And, finally, you'll learn how to customize existing Web3D content for your own purposes, so that you can get a jump on developing professional quality 3D for your own Web site. We hope you enjoy the ride as much as we do.

How This Book Is Organized

Core Web3D is organized into five major parts, each dedicated to a specific technology. Following is an overview of each part.

Part 1: Introduction

Although 3D for the Internet has been with us since 1994, when VRML 1.0 was first conceived, today we're finally seeing Web3D technologies flourish thanks to significant advances in technology, bandwidth, and desktop processing power. Part 1 takes a hard look at why Web3D in general, and VRML in particular, were impractical before today. Here you'll find an explanation of the term "Web3D" as used throughout this book and the key technologies discussed herein (specifically VRML97, Java 3D, MPEG-4/BIFS, and X3D). The chapters in this part also provide an overview of the Web3D Consortium (...

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