About: VRML is a research topic. Over the lifetime, 2063 publications have been published within this topic receiving 20621 citations. The topic is also known as: vermal & VRML.
TL;DR: A general classification and overview of interactive scene representation formats for audio-visual scenes can be found in this paper, with a focus on international standards, which are beneficial for consumers, service providers, and manufacturers.
Abstract: Interactivity in the sense of being able to explore and navigate audio-visual scenes by freely choosing viewpoint and viewing direction, is an important key feature of new and emerging audio-visual media. This paper gives an overview of suitable technology for such applications, with a focus on international standards, which are beneficial for consumers, service providers, and manufacturers. We first give a general classification and overview of interactive scene representation formats as commonly used in computer graphics literature. Then, we describe popular standard formats for interactive three-dimensional (3-D) scene representation and creation of virtual environments, the virtual reality modeling language (VRML), and the MPEG-4 BInary Format for Scenes (BIFS) with some examples. Recent extensions to MPEG-4 BIFS, the Animation Framework eXtension (AFX), providing advanced computer graphics tools, are explained and illustrated. New technologies mainly targeted at reconstruction, modeling, and representation of dynamic real world scenes are further studied. The user shall be able to navigate photorealistic scenes within certain restrictions, which can be roughly defined as 3-D video. Omnidirectional video is an extension of the planar two-dimensional (2-D) image plane to a spherical or cylindrical image plane. Any 2-D view in any direction can be rendered from this overall recording to give the user the impression of looking around. In interactive stereo two views, one for each eye, are synthesized to provide the user with an adequate depth cue of the observed scene. Head motion parallax viewing can be supported in a certain operating range if sufficient depth or disparity data are delivered with the video data. In free viewpoint video, a dynamic scene is captured by a number of cameras. The input data are transformed into a special data representation that enables interactive navigation through the dynamic scene environment.
TL;DR: An algorithm is introduced which is both iterative and interactive and lets the user influence future search results by marking some of the results of the current search as 'relevant' or 'irrelevant', thus indicating personal preferences.
Abstract: We examine the problem of searching a database of three-dimensional objects (given in VRML) for objects similar to a given object. We introduce an algorithm which is both iterative and interactive. Rather than base the search solely on geometric feature similarity, we propose letting the user influence future search results by marking some of the results of the current search as 'relevant' or 'irrelevant', thus indicating personal preferences. A novel approach, based on SVM, is used for the adaptation of the distance measure consistently with these markings, which brings the 'relevant' objects closer and pushes the 'irrelevant' objects farther. We show that in practice very few iterations are needed for the system to converge well on what the user "had in mind".
TL;DR: This work visualize the structure of sections of the World Wide Web by constructing graphical representations in 3D hyperbolic space and uses the Geomview/WebOOGL 3D Web browser as an interface between the 3D representation and the actual documents on the Web.
Abstract: We visualize the structure of sections of the World Wide Web by constructing graphical representations in 3D hyperbolic space. The felicitous property that hyperbolic space has “more room” than Euclidean space allows more information to be seen amid less clutter, and motion by hyperbolic isometries provides for mathematically elegant navigation. The 3D graphical representations, available in the WebOOGL or VRML file formats, contain link anchors which point to the original pages on the Web itself. We use the Geomview/WebOOGL 3D Web browser as an interface between the 3D representation and the actual documents on the Web. The Web is just one example of a hierarchical tree structure with links “back up the tree” i.e. a directed graph which contains cycles. Our information visualization techniques are appropriate for other types of directed graphs with cycles, such as filesystems with symbolic links.
TL;DR: The topologically assisted geometric compression technology included in the proposal for the VRML compressed binary format produces significant reduction of file sizes and, subsequently, of the time required for transmission of such filed across the Internet.
Abstract: The virtual-reality modeling language (VRML) is rapidly becoming the standard file format for transmitting three-dimensional (3-D) virtual worlds across the Internet. Static and dynamic descriptions of 3-D objects, multimedia content, and a variety of hyperlinks can be represented in VRML files. Both VRML browsers and authoring tools for the creations of VRML files are widely available for several different platforms. In this paper, we describe the topologically assisted geometric compression technology included in our proposal for the VRML compressed binary format. This technology produces significant reduction of file sizes and, subsequently, of the time required for transmission of such filed across the Internet. Compression ratios of 50:1 or more are achieved for large models. The proposal also includes a binary encoding to create compact, rapidly parsable binary VRML files. The proposal is currently being evaluated by the Compressed Binary Format Working Group of the VRML consortium as a possible extension of the VRML standard. In the topologically assisted compression scheme, a polyhedron is represented using two interlocking trees: a spanning tree of vertices and a spanning tree of triangles. The connectivity information represented in other compact schemes, such as triangular strips and generalized triangular meshes, can be directly derived from this representation. Connectivity information for large models is compressed with storage requirements approaching one bit per triangle. A variable-length, optionally lossy compression technique is used for vertex positions, normals, colors, and texture coordinates. The format supports all VRML property binding conventions.
TL;DR: A Microsoft Windows application for PC-users, WinXMorph, is introduced with which near reality crystal morphologies are made and exported as virtual reality files in the VRML V2.0 format.
Abstract: A Microsoft Windows application for PC-users, WinXMorph, is introduced with which near reality crystal morphologies are made and exported as virtual reality files in the VRML V2.0 format.