VRML 2.0 Sourcebook / Edition 2

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It took a team of experts from SDSC (the San Diego Supercomputer Center) to write the most authoritative and comprehensive guide available for creating 3-D virtual worlds on the Internet with VRML. Focusing on step-by-step guidance and insider tips and tricks, this task-oriented guide contains everything you need to make optimum use of this new technology. Totally rewritten for Version 2.0, this book explains:
* How to design complex objects for your virtual world using VRML
* How to use special lighting, viewpoints, and professional graphics techniques to create extremely realistic worlds
* How to animate objects in and write scripts for your 3-D world with behaviors.
Packed with fascinating and instructive examples, diagrams, and screen captures, VRML 2.0 Sourcebook is an invaluable technical resource for professional developers and hobbyists alike.

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Product Details

  • ISBN-13: 9780471165071
  • Publisher: Wiley
  • Publication date: 12/31/1996
  • Edition description: REV
  • Edition number: 2
  • Pages: 688
  • Product dimensions: 9.25 (w) x 7.50 (h) x 1.44 (d)

Meet the Author

ANDREA L. AMES is a Junior Fellow of the SDSC and a technical communication and new communication media expert at Informix Software, Inc.
DAVID R. NADEAU is an expert in interactive 3-D computer graphics and is coleader of the VRML research and development effort at SDSC.
JOHN L. MORELAND is an expert in programming for interactivity and multimedia systems development, and is coleader of the VRML R&D team at SDSC.

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Table of Contents

Introduction to VRML.

Key Concepts.

Building and Grouping Predefined Shapes.

Building Text Shapes.

Positioning Shapes.

Rotating Shapes.

Scaling Shapes.

Animating Position, Orientation, and Scale.

Sensing Viewer Actions.

Controlling Appearance with Materials.

Grouping Nodes.

Inlining Files.

Building Shapes with Points, Lines, and Faces.

Building Elevation Grids.

Building Extruded Shapes.

Binding Colors to Points, Lines, Faces, and Coordinates.

Mapping Textures.

Controlling Texture Mapping.

Controlling Shading.

Lighting Your Worlds.

Creating Shiny Shapes Using Materials.

Adding a Background.

Adding Fog.

Adding Sound.

Controlling Detail.

Controlling the Viewpoint.

Sensing Viewer Proximity.

Adding Anchors.

Providing Information About Your Worlds.

Creating Program Scripts.

Creating New Node Types.



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