See: Description
Package | Description |
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Vrml2Sourcebook.Chapter02Introduction |
Chapter 1 presents introductory concepts describing VRML/X3D files, building shapes, three dimensions and event animation.
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Vrml2Sourcebook.Chapter03Shapes |
This chapter describes how to build primitive geometric shapes.
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Vrml2Sourcebook.Chapter04Text |
Text geometry is placed in a Shape to describe your scene.
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Vrml2Sourcebook.Chapter05PositioningShapes |
This chapter describes how to position shapes within an X-Y-Z world coordinate system by adding a parent Transform node.
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Vrml2Sourcebook.Chapter06RotatingShapes |
Rotations can transform the orientation of a shape in any direction.
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Vrml2Sourcebook.Chapter07ScalingShapes |
Rotations can transform the orientation of a shape in any direction.
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Vrml2Sourcebook.Chapter08AnimatingPositionOrientationScale |
TimeSensor nodes produce clock events that can drive event-producing interpolators for animating position, orientation and scale.
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Vrml2Sourcebook.Chapter09SensingViewer |
Authors can design interactivity into a scene that responds to user actions.
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Vrml2Sourcebook.Chapter10Materials |
Appearance and Material nodes control a shape's shading color (diffuseColor), glow color (emissiveColor), transparency, shininess, and ambient intensity.
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Vrml2Sourcebook.Chapter11Grouping |
Grouping nodes are used to group shapes to compose complex shapes.
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Vrml2Sourcebook.Chapter12Inline |
Inline nodes can load other VRML/X3D scenes into the current scene, helping authors reuse models to build larger worlds.
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Vrml2Sourcebook.Chapter13PointsLinesFaces |
Points, lines and mesh faces allow authors to build a complete variety of geometry.
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Vrml2Sourcebook.Chapter14ElevationGrid |
ElevationGrid nodes provide a simple way to construct terrain-like geometry.
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Vrml2Sourcebook.Chapter15Extrusion |
Extrusion geometry is defined by a 2D cross-section that is stretched and rotated around a central spine.
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Vrml2Sourcebook.Chapter16Color |
The Color node lists Red-Green-Blue (RGB) colors to use for rendering points in a geometric shape.
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Vrml2Sourcebook.Chapter17Textures |
Textures are 2D images that can be wrapped on top of 3D geometry.
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Vrml2Sourcebook.Chapter18TextureMapping |
Texture coordinates transform and map pixels in a 2D image onto specific 3D points.
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Vrml2Sourcebook.Chapter19NormalsShading |
Normal (perpendicular) vectors defined for individual points or polygons can change the shading of geometry.
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Vrml2Sourcebook.Chapter20Lighting |
Lights provide virtual illumination that allows objects to be seen.
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Vrml2Sourcebook.Chapter21ShinyMaterials |
Material nodes are the primary way to define color, transparency and shininess for geometric objects.
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Vrml2Sourcebook.Chapter22Background |
A Background node presents a virtual sky above and land (or sea, or space) below.
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Vrml2Sourcebook.Chapter23Fog |
Fog simulates atmospheric effects by blending distant objects with fog color.
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Vrml2Sourcebook.Chapter24Sound |
The Sound node controls the stereo 3D spatialization of sound playback by a child AudioClip or MovieTexture node.
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Vrml2Sourcebook.Chapter25LevelOfDetail |
Level of detail (LOD) allows an overall world become very large by letting an author provide
high-fidelity models when a viewer is nearby, and simpler geometry when the viewer is far away.
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Vrml2Sourcebook.Chapter26Viewpoint |
Viewpoints are the primary way for an author to show users what is in a scene,
helping them navigate among objects of interest.
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Vrml2Sourcebook.Chapter27SensingVisibilityProximityCollision |
Sensing viewer activity enables the scene to trigger animations.
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Vrml2Sourcebook.Chapter28Anchor |
Similar to HTML web pages, the Anchor node lets an author make shapes selectable for navigating to another viewpoint,
loading a new VRML/X3D world, or launching new content in a web browser.
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Vrml2Sourcebook.Chapter29WorldInfo |
The WorldInfo defines the title of the scene and can hold additional metadata.
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Vrml2Sourcebook.Chapter30Scripts |
Scripts allow authors to define their own event-handling code to improve animation sophistication.
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Vrml2Sourcebook.Chapter31Prototypes |
Prototypes are an extension mechanism that lets authors define their own customizable nodes,
improving reusability and sharing of cool content.
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Vrml2Sourcebook.Siggraph98Course |
This entire book was presented as a tutorial during the ACM Special Interest Group on Graphics (SIGGRAPH)
conference in 1998.
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VRML 2 Sourcebook is an introductory textbook providing full coverage of the Virtual Reality Modeling Language (VRML), with examples completely updated for learning Extensible 3D (X3D) Graphics.
Copyright ©2005-2019 Web3D Consortium under an open-source license, free for any use. Feedback is welcome.