{"title":"Castle game engine: game engine using X3D as a scene graph","authors":"Michalis Kamburelis","doi":"10.1145/2775292.2778296","DOIUrl":"https://doi.org/10.1145/2775292.2778296","url":null,"abstract":"Castle Game Engine (http://castle-engine.sourceforge.net/) is a modern, open-source game engine closely connected with the X3D standard. It uses X3D as a scene graph, and also as it's main 3D and 2D interchange format. In this poster we would like to highlight some engine architectural advantages.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133530530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Matlab and simulink creation and animation of X3D in web-based simulation","authors":"Yuan Pin Cheng, D. Brutzman","doi":"10.1145/2775292.2778306","DOIUrl":"https://doi.org/10.1145/2775292.2778306","url":null,"abstract":"Matlab is a powerful tool to compute high-fidelity engineering model and plot the result in figures. Simulink implements Matlab .m source code into block diagrams and flow charts to execute the simulation. This project demonstrates how physics equations implemented in Simulink can animate X3D or VRML models, along with the methods to convert Matlab .fig format into an X3D object so we can apply it into Web-based animations.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130048951","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The X3D geospatial component: X3DOM implementation of GeoOrigin, GeoLocation, GeoViewpoint, and GeoPositionInterpolator nodes","authors":"A. Plesch, M. McCann","doi":"10.1145/2775292.2775315","DOIUrl":"https://doi.org/10.1145/2775292.2775315","url":null,"abstract":"We present new implementations of important X3D nodes which enable a large class of geospatial applications in standard web browsers. We have chosen the freely available X3DOM code base as an implementation framework since it provides a very functional set of X3D nodes along with a broad selection of support functionality. In our implementations of the GeoOrigin, GeoLocation, GeoViewpoint and GeoPositionInterpolator nodes, we fully conform to the ISO specification and use well known example scenes as references for correctness. While GeoOrigin is deprecated in version 3.3 of the specification, we demonstrate that limited precision in the WebGL rendering pipeline still makes its use desirable at least until alternative solutions are formalized and coded. GeoLocation and GeoViewpoint nodes require specific alignments of coordinate systems which we document in detail. In addition, GeoViewpoint has the property to control navigation speed which conceptually conflicts with user speed control. We resolve this conflict by using relative speed and also make this control optional. Somewhat terse language in the GeoPositionInterpolator specification required clarification of its existing usage and inspired an option for coordinate interpolation along great circles which is often the expected interpolation path in global scenes. Finally, all functionality was integrated into current, stable releases of the X3DOM distribution available from www.x3dom.org.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116707610","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Online interactive 4D character animation","authors":"M. Volino, Peng Huang, A. Hilton","doi":"10.1145/2775292.2775297","DOIUrl":"https://doi.org/10.1145/2775292.2775297","url":null,"abstract":"This paper presents a framework for creating realistic virtual characters that can be delivered via the Internet and interactively controlled in a WebGL enabled web-browser. Four-dimensional performance capture is used to capture realistic human motion and appearance. The captured data is processed into efficient and compact representations for geometry and texture. Motions are analysed against a high-level, user-defined motion graph and suitable inter- and intra-motion transitions are identified. This processed data is stored on a webserver and downloaded by a client application when required. A Javascript-based character animation engine is used to manage the state of the character which responds to user input and sends required frames to a WebGL-based renderer for display. Through the efficient geometry, texture and motion graph representations, a game character capable of performing a range of motions can be represented in 40--50 MB of data. This highlights the potential use of four-dimensional performance capture for creating web-based content. Datasets are made available for further research and an online demo is provided.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125958854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Saunders, Brian Antonishek, Qiming Wang, B. Miller
{"title":"Dynamic 3D visualizations of complex function surfaces using X3DOM and WebGL","authors":"B. Saunders, Brian Antonishek, Qiming Wang, B. Miller","doi":"10.1145/2775292.2777140","DOIUrl":"https://doi.org/10.1145/2775292.2777140","url":null,"abstract":"In 1997 the National Institute of Standards and Technology (NIST) embarked on a huge project to replace one of the most cited resources for mathematical, physical and engineering scientists, the Handbook of Mathematical Functions with Formulas, Graphs, and Mathematical Tables [Abramowitz and Stegun 1964], originally released by the National Bureau of Standards (NBS) in 1964. The 1997 project, designed to update and modernize the handbook, culminated in May 2010 with the launch of a freely available website, the NIST Digital Library of Mathematical Functions [DLMF] (http://dlmf.nist.gov/), and its print companion, the NIST Handbook of Mathematical Functions [Olver et al. 2010]. While the presence of graphics was sparse in the original handbook, the new resource contains more than 600 illustrations of high level mathematical functions, including close to 200 interactive 3D visualizations on the website. We provide the motivation for the visualization work through the context of the project and discuss our current implementation using X3DOM and WebGL.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124099234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Textured splat-based point clouds for rendering in handheld devices","authors":"Sergio García, R. Pagés, Daniel Berjón, F. Morán","doi":"10.1145/2775292.2782779","DOIUrl":"https://doi.org/10.1145/2775292.2782779","url":null,"abstract":"We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115726360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Crowd simulation rendering for web","authors":"Daniel P. Savoy, M. Cabral, M. Zuffo","doi":"10.1145/2775292.2778302","DOIUrl":"https://doi.org/10.1145/2775292.2778302","url":null,"abstract":"Simulation and rendering of large crowds are very demanding tasks on computational resources and until recently were inconceivable to be performed by a web browser. However, with the increasing capacity of GPUs and the maturation of web front-end development, could a web-based simulation of massive crowds be achieved in real-time in today's web-browsers? In this work we present the implementation of a minimal visualization tool for crowd simulation results, with the ability of rendering thousands of animated agents in real-time using WebGL. We also briefly present some current challenges of accomplishing crowd simulations in a web environment.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126647319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stuart Anderson, Matt Adcock, B. Mantle, J. Salle, Chuong V. Nguyen, David R. Lovell
{"title":"Towards web-based semantic enrichment of 3D insects","authors":"Stuart Anderson, Matt Adcock, B. Mantle, J. Salle, Chuong V. Nguyen, David R. Lovell","doi":"10.1145/2775292.2778305","DOIUrl":"https://doi.org/10.1145/2775292.2778305","url":null,"abstract":"Natural history collections are an invaluable resource housing a wealth of knowledge with a long tradition of contributing to a wide range of fields such as taxonomy, quarantine, conservation and climate change. It is recognized however [Smith and Blagoderov 2012] that such physical collections are often heavily underutilized as a result of the practical issues of accessibility. The digitization of these collections is a step towards removing these access issues, but other hurdles must be addressed before we truly unlock the potential of this knowledge.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124362889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Webized 3D experience by HTML5 annotation in 3D web","authors":"Daeil Seo, Byounghyun Yoo, H. Ko","doi":"10.1145/2775292.2775301","DOIUrl":"https://doi.org/10.1145/2775292.2775301","url":null,"abstract":"With the development of 3D Web technologies, 3D objects are now handled as embedded objects without plug-ins on web pages. Although declarative 3D objects are physically integrated into web pages, 3D objects and HTML elements are still separated from the perspective of the 3D layout context, and an annotation method is lacking. Thus it is scarcely possible to add meaningful annotations related to target 3D objects using existing web resources. In addition, people often lose the relationship between the target and related annotation objects in a 3D context due to the separation of the content layouts in different 3D contexts. In this paper, we propose a webizing method for annotating user experiences with 3D objects in a 3D Web environment. The relationship between the 3D target object and the annotation object is declared by means of web annotations and these related objects are rendered with a common 3D layout context and a camera perspective. We present typical cases of 3D scenes with web annotations on the 3D Web using a prototype implementation system to verify the usefulness of our approach.","PeriodicalId":105857,"journal":{"name":"Proceedings of the 20th International Conference on 3D Web Technology","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130112173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}