Virtual Reality Modeling Language (VRML97)

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    Virtual Reality Modeling Language

    (VRML97)

    Anthony Steed 1998-2005

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    Introduction to VRML

    s Virtual Reality Modelling Language

    A file format to describe 3D scenes

    identified by .wrl extension

    Also a description of a run-time system foranimating worlds

    Designed to be used in network situations

    Supports interaction and simulation of behaviour

    of objects Designed to run on desktop PCs through to high-

    end workstations

    MIME type is model/vrml

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    VRML Basics

    s VRML file contains

    Nodes that describe

    the scene

    s A Node is definedwith severalFields

    Each line give the

    field, the type of the

    field, the name andthe default value.

    s Example Node specification

    Cone {

    field SFFloat bottomRadius 1field SFFloat height 2

    field SFBool side TRUE

    field SFBool bottom TRUE

    }

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    Sample VRML File example1.wrl

    #VRML V2.0 utf8Transform {

    children [

    Shape {

    appearance Appearance {material Material {

    diffuseColor 0.1 0.7 0.2

    }

    }

    geometry Sphere {

    radius 2

    } }

    ]

    }

    Every VRML97 file starts

    #VRML V2.0 utf8

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    Classes of Node

    s Shapes

    Geometry

    Appearance

    s Transformations

    s Lights

    s

    Groups

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    Shapes

    s Each Shape has a geometry

    field that contains a geometry

    node and an appearance field

    that contains an Appearance

    node

    Shape {

    appearance

    geometry

    }

    s Example (fromexample1.wrl)

    Shape {

    appearance Appearance {material Material {

    diffuseColor 0.1 0.7 0.2

    }

    }

    geometry Sphere {radius 2

    }

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    Geometry Nodes

    s Basic types

    Box

    Sphere

    Cylinder Cone

    Text

    s Box

    defined by its size field

    Box {

    size 2.0 2.0 2.0

    }

    s Sphere

    defined by its radius field

    Sphere {

    radius 1.5}

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    Geometry Nodes

    s Cylinder

    defined by its height and

    radius fields

    Cylinder {

    height 2.0radius 1.0

    }

    s Cone

    defined by its height and

    radius fieldsCone {

    radius 1.3

    height 1.8

    }

    s Text

    defined by the string

    and the font

    geometry Text {string ["Hi!"]

    fontStyle FontStyle {

    family "TYPEWRITER"

    style "ITALIC"

    }

    }

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    Complex Geometry

    s Many objects can not be described with

    standard solids

    s

    General geometry described with IndexedFaceSet, IndexedLineSet,PointSet, ElevationGrid, Extrusion

    s Each uses some of the following nodes

    in definition Coordinate, Normal, Color,

    TextureCoordinate

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    PointSet

    s Define a set of points and the colour of

    each point

    10

    11

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    IndexedFaceSet

    s Components

    the points to construct the face from

    the normals to give at the points

    the colours of the points

    the texture coordinates of the points

    s Can define normals and colours

    for each vertex or each face

    s Texture coordinate defined at each vertex Hints

    each face is convex the faces are defined in counter-clockwise order

    the object is solid (i.e. each triangle is one-sided)

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    IndexedFaceSet

    s Coordinate

    s Define faces using list of vertices each

    terminated by -1

    geometry IndexedFaceSet {coord USE COORDS

    coordIndex [ 0, 2, 9, 5, 0, -1, 3, 0, 5, 11, 3, -1,

    1, 3, 11, 7, 1, -1, 2, 1, 7, 9, 2, -1

    0, 3, 10 ,4, 0, -1, 3, 1, 6, 10, 3, -1,2, 8, 6, 1, 2, -1, 2, 0, 4, 8, 2, -1,

    9, 8, 4, 5, 9, -1, 5, 4, 10, 11, 5, -1,

    11, 10, 6, 7, 11, -1, 7, 6, 8, 9, 7, -1

    ]

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    IndexedFaceSet

    s Colour per facecolor Color { color [ 1 1 1, 0.3 0.3

    0.3]}

    colorPerVertex FALSE

    colorIndex [ 0, 0, 0, 0, 0, 0,0, 0, 1, 1, 1, 1]

    s Colour per vertexcolor Color { color [ 1 1 1, 0.3

    0.3 0.3]}

    colorPerVertex TRUE

    colorIndex[ 0, 1, 1, 0, 0, -1, 1, 0, 0, 1, 1,

    -1,

    0, 1, 1, 0, 0, -1, 1, 0, 0, 1, 1, -1

    0, 1, 1 ,0, 0, -1, 1, 0, 0, 1, 1, -1,

    0, 1, 1 ,0, 0, -1, 1, 0, 0, 1, 1, -1,

    0, 1, 1 ,0, 0, -1, 1, 0, 0, 1, 1, -1,

    0, 1, 1 ,0, 0, -1, 1, 0, 0, 1, 1, -1

    ]12 colours = 1 per face 72 indices = 1 for each vertex in the

    face set definition

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    IndexedFaceSet

    s Normal defines the direction of

    each point and the way it

    reflects light

    default normal isperpendicular to surface

    of polygon

    polygon is flat if all

    normals point same way

    otherwise smoothinterpolation

    normal Normal {

    vector [

    -1 0 -1, 1 0 1, 1 0 -1, -1 0 1,

    1 0 0, -1 0 0, 0 0 1, 0 0 -1

    ]

    }

    normalPerVertex TRUE

    normalIndex [5, 7, 7, 5, 5, -1, 6, 5, 5, 6, 6, -1,

    4, 6, 6, 4, 4, -1, 7, 4, 4, 7, 7, -1

    5, 6, 6 ,5, 5, -1, 6, 4, 4, 6, 6, -1,

    7, 7, 4, 4, 7, -1, 7, 5, 5, 7, 7, -1,

    1, 1, 1, 1, 1, -1, 2, 2, 2 ,2, 2, -1,

    0, 0, 0, 0, 0, -1, 3, 3, 3, 3, 3, -1

    ]

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    IndexedLineSet

    s Defines a line set

    s Colour per line or per vertexgeometry IndexedLineSet {

    coord USE COORDS

    coordIndex [ 0, 4, 5, 0, -1, 3, 10 , 11, 3, -1,

    1, 6, 7, 1, -1, 2, 8, 9, 2, -1,

    0, 2, 1, 3, 0, -1,

    4, 8, 6, 10, 4, -1,

    5, 9, 7, 11, 5, -1]

    color Color { color 1 1 1}colorPerVertex FALSE

    colorIndex [ 0, 0, 0, 0, 0, 0, 0, 0,

    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]

    }

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    Transformations

    s Define the positions of objects in 3Dspace

    s XY are the plane of the screens

    Z is towards the Viewers Transformation basically contains

    rotation

    scale

    translation a set of children nodes

    s Rotations follow right-hand screwrule

    X

    Z

    Y

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    Effects of Transformation

    s translationTransform {

    translation 1 1 -1

    children [

    ]}

    s rotationtranslation 1 1 -1

    rotation 0 1 0 0.785

    s

    scaletranslation 1 1 -1rotation 0 1 0 0.785

    scale 0.5 1.0 0.5

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    Scene Graph

    s Transforms are

    hierarchical

    forms a directed

    acyclic graph

    Transform {

    translation 0 2 0

    children [

    Shape { }

    Transform {

    translation 2 0 0

    children [

    Shape { }

    Transform {

    translation 0 0 -2

    children [

    Shape { }

    ]

    }

    ]

    }

    ]

    }

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    Node Re-Use

    s Objects can be re-usedusing DEF/USE pairs

    s DEF a name for a nodewhen it is first being

    decsribedUSE a node

    whenever a node of thattype is required I.E. if you DEF an

    Appearance node thenUSE of that node mustbe in a place that is validfor an Appearance nodeto be

    DEF UCL_BOX Shape {

    appearance Appearance {

    texture ImageTexture {

    url ["logo.jpeg"]

    }

    }

    geometry Box {

    size 2 2 2

    }

    }

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    DEF/USE Example

    #VRML V2.0 utf8

    Transform {

    translation 0 0 0

    children [

    DEF UCL_BOX Shape {

    appearance Appearance {

    texture ImageTexture {

    url ["logo.jpeg"]}

    }

    geometry Box {

    size 2 2 2

    }

    }

    ]

    }

    Transform {

    translation 0 3 0

    children [

    USE UCL_BOX

    ]

    }

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    Appearance

    s Defines the look of some piece of geometry Material

    combination of ambient colour, diffuse colour, emmisive colour,shinines,

    transparency, specular colour Texture

    defines a picture to paste to the object fetch from a URL

    supports movies

    TextureTransform defines how the picture is applied to the object

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    Material Examples

    s Material Shiny Material

    ambientIntensity 0.3

    diffuseColor 0.1 0.7 0.2

    specularColor 0.6 0.8 0.6

    shininess 0.6 Dull Material

    ambientIntensity 0.1

    diffuseColor 0.1 0.7 0.2

    shininess 0.0

    Transparent Material diffuseColor 0.1 0.7 0.2

    transparency 0.5

    Colour components defined inRGB (red, green, blue triplets)

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    Lights

    s Provide illumination in the scene

    DirectionalLight

    PointLight

    SpotLights DirectionalLight

    light rays travelling in parallel lines e.g. sunlightDirectionalLight {

    direction -1 -1 -1

    intensity 0.8

    }

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    Lights

    s PointLight

    radiate in all directions

    s SpotLight

    radiate only in certain directions, and with

    volumes of different intensity

    s SpotLight and PointLight attenuate -

    their effect can decrease over distance

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    Other Things

    s Interaction

    s Scripting

    Java

    JavaScripts Interpolators

    s Sensors

    s Fog

    s Background

    s Audio

    s Video

    s LOD

    s Billboard

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    LOD

    s Switches between two ormore views depending ondistance

    s

    Nearby ViewBunny1 = ~56K polygons

    s Distant View

    Bunny2= ~1K polygons

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    Billboards

    s Billboards object always faces the

    viewer

    Transform {

    translation 0 3 0

    children [

    Billboard {

    children [

    USE UCL_BOX

    ]

    }

    ]

    }

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    Summary

    s VRML97 provides a simply file format to

    put 3D objects on the web

    sAnimation and scripting are allowed, but

    we havent discussed these

    s Somewhat restricted model of local

    lighting compared to todays graphics

    cards