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Re: [x3d-public] Shaders and Triangles: was dedicated working-group focus on X3D interoperability



Hi All,
It will take more than one book I'm afraid. I'm an artist (or in your world "content author"), and I've been making work in VRML since 1997. A long, hard, frustrating slog.


Two things are necessary for artists to take up this medium. Inworld tools and multi-user capability.

MU has always been off the agenda for X3D, with the logic that someone will use the spec to build a MU solution. Well, nobody ever did. For years, I messed around with VNet and Contact but it was an incredibly frustrating experience, even with the kind and supportive help of Russ Kinter and Steve Guynup. In a bid to get work out there, I put up single-user versions of my work on the web, asking people to download Cortona and apologising to Mac users (who make up a disproportionately large proportion of my audience) that they wouldn't be able to hear any of the sounds, since they were in mp3 format.

Then, along comes Second Life. Massively Multi-User? Check. Inworld building tools? Check. Simple but effective scripting? Check. Already established audience? Check. Cross-platform? Check.

I design quickly on a piece on paper, log in to SL and start building it straight away. Friends come around inworld and talk to me while I'm building it. Within days of starting building my audiovisual sculptures in SL, I had a commercial offer to commission a work.

It's very true that SL is also a very frustrating environment to work in, especially when one is used to the power and flexibility of VRML/ X3D, but as an artist I'm prepared to accept the limitations in order to have inworld building tools and a built-in audience who already possess the vocabulary necessary to experience the work (no more explaining the medium, they're already in it!).

I agree with Dave A that the spec is not designed for content authors, rather its been driven by browser programmers, and yet there are so few browsers that anybody knows about. I know that there'll be lots of replies saying 'our browser is used by xyz' etc, but I live in a world of very talented net-savvy digital artist/designers and none of them have ever heard of Flux or XJ3D or Cortona, or X3D itself. But they all use Second Life, because you just download it and start. If you have to read a book about it first, it'll never take off.

I miss the power of VRML (I would say X3D but to be honest I haven't a clue how to use it other than authoring in VMRL then translating) when I'm working in SL, but as an artist I have to be able to work.

I look forward to Don and Leonard's book, and will try to keep working in this medium, mainly for sentimental reasons (I've been on this list continuously since joining www-vrml in 97), in the hope that I'll be able to synthesise the two worlds (pun intended) of X3D and SL.

Kind Regards,
Adam Nash


On 27/12/2006, at 7:22 AM, Dave A wrote:

Sweeeeeeet

Dave A

Richard F. Puk wrote:
Hi, Dave --
What is missing is tutorial material that explains things in "content
author"-speak. Fortunately, this is about to change. The new Daly and
Brutzman book will be out in about another month.
-- Dick
/***************************************************
* Richard F. Puk, Ph.D., President
* Intelligraphics Incorporated
* 7644 Cortina Court
* Carlsbad, CA 92009-8206
* Tel: +1-760-753-9027
* E-Mail: puk@igraphics.com
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-----Original Message-----
From: owner-x3d-public@web3d.org [mailto:owner-x3d- public@web3d.org] On Behalf Of Dave A
Sent: Wednesday, December 20, 2006 4:10 PM
To: Holger Grahn
Cc: John A. Stewart; X3D Graphics public mailing list; Web3D Consortium Members
Subject: Re: [x3d-public] Shaders and Triangles: was dedicated working-group focus on X3D interoperability


With this and other threads going around, it seems to me that the question being asked is: for whom should X3D be easy for: browser/ plugin programmers, or content authors. My vote: content authors. Unfortunately, the spec has largely been driven by browser programmers. This IMHO is why X3D has been problematic.

Dave a

Holger Grahn wrote:
 Hi John
 Regarding the Triangle nodes I agree that X3D has sometimes
a bit of a
node bloat philosophy.
The IndexedFaceSet could represent handle it all.
On the other hand IFS in its generic form with per face attributes, creaseAngle and seperate index list into attributes array
doesn't fit
the Open GL or Directx layout.
To render an IFS, one need to reformat/copy the data to flattened array structures.
The Triangle Set nodes are more constrained, they are
fitting better
direct the OpenGL geometry mapping.
But  for DirectX9 requireing the interleaving of all
attributes of a
vertex into one structure, they don't help much.
 Hardware Shaders so far operate indepentently on vertices
and pixel /
fragments, they can work on all primitives, I don't see
Justins point
here, beside there might be differences how implementations compute normals etc.
This changes with DirectX 10 adding geometry shader
capability where
the actual input triangle structure is important.
Unfortunately in DirectX10 you always need to implement all
appearance
using a shader, so the classical OpenGL lighting/material/ texture/multitexture/fog
model has been completly removed.
Greetings
Holger
----- Original Message -----


    *From:* John A. Stewart <mailto:alex.stewart@crc.ca>
    *To:* Justin Couch <mailto:justin@vlc.com.au>
    *Cc:* X3D Graphics public mailing list
<mailto:x3d-public@web3d.org>
    ; Web3D Consortium Members <mailto:consortium@web3d.org>
    *Sent:* Wednesday, December 20, 2006 9:10 PM
    *Subject:* [x3d-public] Shaders and Triangles: was dedicated
    working-group focus on X3D interoperability

    Justin;

    Throwing in some more canadian pennies in the bowl;

I'll go one step further. It's impossible to use
Shaders without
the Triangle* nodes. Shaders require direct knowledge
of the exact
geometry structure coming at them as well as precise
control over
every aspect of the incoming geometry in order to
work. Remove the
    Triangle nodes and you must also remove Shaders too as they're
    pointless without them.
    We still don't need the *Triangle nodes for shaders. What the
    browser would
    need to recognize in your example, is that it should
*not* optimize,
    and feed
    the triangles as encountered.  *that* mapping can be
specified, and
    the browser
    certainly would know if a Shader was present, or not.
    While shaders are certainly cool, and my GPUGems books
reside within an
elbows reach of me, I doubt whether many on this list
would choose
    to, um,
    teach shader programming in high school, for instance.

Shaders are neat, and have their place, but, at the
moment, their
    application
    is rather specialized.

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