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Vrml2Sourcebook Examples Archive Javadoc

Vrml2Sourcebook Examples Archive Javadoc

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.

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Packages 
Package Description
Vrml2Sourcebook.Chapter02Introduction
Chapter 1 presents introductory concepts describing VRML/X3D files, building shapes, three dimensions and event animation.
Vrml2Sourcebook.Chapter03Shapes
This chapter describes how to build primitive geometric shapes.
Vrml2Sourcebook.Chapter04Text
Text geometry is placed in a Shape to describe your scene.
Vrml2Sourcebook.Chapter05PositioningShapes
This chapter describes how to position shapes within an X-Y-Z world coordinate system by adding a parent Transform node.
Vrml2Sourcebook.Chapter06RotatingShapes
Rotations can transform the orientation of a shape in any direction.
Vrml2Sourcebook.Chapter07ScalingShapes
Rotations can transform the orientation of a shape in any direction.
Vrml2Sourcebook.Chapter08AnimatingPositionOrientationScale
TimeSensor nodes produce clock events that can drive event-producing interpolators for animating position, orientation and scale.
Vrml2Sourcebook.Chapter09SensingViewer
Authors can design interactivity into a scene that responds to user actions.
Vrml2Sourcebook.Chapter10Materials
Appearance and Material nodes control a shape's shading color (diffuseColor), glow color (emissiveColor), transparency, shininess, and ambient intensity.
Vrml2Sourcebook.Chapter11Grouping
Grouping nodes are used to group shapes to compose complex shapes.
Vrml2Sourcebook.Chapter12Inline
Inline nodes can load other VRML/X3D scenes into the current scene, helping authors reuse models to build larger worlds.
Vrml2Sourcebook.Chapter13PointsLinesFaces
Points, lines and mesh faces allow authors to build a complete variety of geometry.
Vrml2Sourcebook.Chapter14ElevationGrid
ElevationGrid nodes provide a simple way to construct terrain-like geometry.
Vrml2Sourcebook.Chapter15Extrusion
Extrusion geometry is defined by a 2D cross-section that is stretched and rotated around a central spine.
Vrml2Sourcebook.Chapter16Color
The Color node lists Red-Green-Blue (RGB) colors to use for rendering points in a geometric shape.
Vrml2Sourcebook.Chapter17Textures
Textures are 2D images that can be wrapped on top of 3D geometry.
Vrml2Sourcebook.Chapter18TextureMapping
Texture coordinates transform and map pixels in a 2D image onto specific 3D points.
Vrml2Sourcebook.Chapter19NormalsShading
Normal (perpendicular) vectors defined for individual points or polygons can change the shading of geometry.
Vrml2Sourcebook.Chapter20Lighting
Lights provide virtual illumination that allows objects to be seen.
Vrml2Sourcebook.Chapter21ShinyMaterials
Material nodes are the primary way to define color, transparency and shininess for geometric objects.
Vrml2Sourcebook.Chapter22Background
A Background node presents a virtual sky above and land (or sea, or space) below.
Vrml2Sourcebook.Chapter23Fog
Fog simulates atmospheric effects by blending distant objects with fog color.
Vrml2Sourcebook.Chapter24Sound
The Sound node controls the stereo 3D spatialization of sound playback by a child AudioClip or MovieTexture node.
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.
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.
Vrml2Sourcebook.Chapter27SensingVisibilityProximityCollision
Sensing viewer activity enables the scene to trigger animations.
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.
Vrml2Sourcebook.Chapter29WorldInfo
The WorldInfo defines the title of the scene and can hold additional metadata.
Vrml2Sourcebook.Chapter30Scripts
Scripts allow authors to define their own event-handling code to improve animation sophistication.
Vrml2Sourcebook.Chapter31Prototypes
Prototypes are an extension mechanism that lets authors define their own customizable nodes, improving reusability and sharing of cool content.
Vrml2Sourcebook.Siggraph98Course
This entire book was presented as a tutorial during the ACM Special Interest Group on Graphics (SIGGRAPH) conference in 1998.

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.

Skip navigation links
Vrml2Sourcebook Examples Archive Javadoc

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