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Introduction to VRML
What is VRML?
 VRML stands for Virtual Reality Modelling
Language and is pronounced ‘vermil’.
 It is a standard for delivering 3D rendering
on the net, just like HTML is a standard for
web pages.
 VRML is a subset of the Open Inventor
standard developed by SGI for their
graphics workstation.
The ‘World’ representation
 VRML includes many of the things that go into making a
world. It has a way of describing geometry which creates
objects and spaces in which you can move around, as well
as light, texture and sound which can be approached and
viewed from whatever angle.
 It is from this ‘worldly’ imitation that VRML files get their
name. The files are called ‘worlds’ and have ‘.wrl’
extension.
VRML 1.0
 This is the first generation of VRML.
 It describes the foundations of a world including geometry,
lighting, color, texture and linking.
 VRML 1.0 is designed to meet the following requirements:
– Platform independence
– Extensibility
– Ability to work well over low-bandwidth connections
 No support for interactive behaviors
VRML 2.0
 This is the current generation of VRML.
 It has a richer level for interactivity and includes support
for animation, spatial sound and scripting in addition to
features that are already supported in VRML 1.0.
 VRML Architecture Board made it official in March 1996
VRML97
 VRML 97 is the ISO standard for VRML
 It is developed based on VRML 2.0
Features in VRML97
More realism in static worlds
 Sound objects with controllable attenuation
 An efficient system to describe irregular ground terrains
 Extrusion objects for advanced but compact modelling
 A more powerful background coloring and panorama system
 A fog system allowing underwater and cloudy environments to
be represented
 The ability to use MPEG video as a texture map
Features in VRML97
Interaction from sensors:
 Collision detection gives the user a sense of substance as they
move in the world
 Touch sensors allow reactions to a users deliberate actions
 Proximity sensors allow reactions to a user’s not so deliberate
actions
 Visibility sensors allow conservation of resources
Features in VRML97
Motion, behaviors and beyond:
 Interpolators provide engines to implement animation of any
sort.
 Scripting in JavaScript or Java allows everything from simple
logic devices to fully blown analytical engines providing a
wealth of complexity.
 Prototypes extend the existing variety of object types with
efficient reuse and simple scene graph structure.
 A navigation information object provides the browser software
with details of the speed and nature of the users movements in
the world.
Writing VRML descriptions
 VRML code is simply a text file, case sensitive
 Header:
– #VRML V2.0 utf8
 Comments indicated by ‘#’ sign
 Terminology:
– Nodes: a world is made up of nodes which are types of
objects
– Fields: describe properties of a node
Example
#VRML V2.0 utf8
WorldInfo {
title "Example 1"
}
DEF FBOX Shape {
appearance Appearance {
material Material {
diffuseColor 0 0.5 0
}
}
geometry Box {
}
}
Node
Field
(uses default values)
Shapes
 Box
– geometry Box {size 5.5 3.75 1.0}
 Cylinder
– geometry Cylinder {radius 0.5 height 10 top FALSE}
 Cone
– geometry Cone {bottomRadius 5 height 10 side TRUE
bottom FALSE}
 Sphere
– geometry Sphere { radius 10,000,000}
 Text & FontStyle
Materials
 Material Node properties:
– diffuseColor: The normal color of the object
– specularColor: The color of highlights on shiny objects
– emissiveColor: The object 'glows' with a light of it's own of this
color. It doesn't cast light on any other objects though
– ambientIntensity: The amount of ambient light that the object
reflects
– shininess: How reflective the object is
– transparency: How transparent the object is. Note, some
browsers will not support partly-transparent objects.
Transformations
 Distances measured in meters (convention)
 Angles measured in radians
 Transformation types:
– Translation, Rotation, and Scaling
 Applied in following order (use nesting for custom)
– Scale, then Rotate, the Translate
 Example: Transform {
translation 1 1 1
rotation 0 1 0 0.78
scale 2 1 2
children [
USE FBOX
]
Example
#VRML V2.0 utf8
Transform {
children [
NavigationInfo { headlight FALSE } # We'll add our own light
DirectionalLight { # First child
direction 0 0 -1 # Light illuminating the scene
}
Transform { # Second child - a red sphere
translation 3 0 1
children [
Shape {
geometry Sphere { radius 2.3 }
appearance Appearance {
material Material { diffuseColor 1 0 0 } # Red
}
}
]
}
( … )

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vrml.ppt

  • 2. What is VRML?  VRML stands for Virtual Reality Modelling Language and is pronounced ‘vermil’.  It is a standard for delivering 3D rendering on the net, just like HTML is a standard for web pages.  VRML is a subset of the Open Inventor standard developed by SGI for their graphics workstation.
  • 3. The ‘World’ representation  VRML includes many of the things that go into making a world. It has a way of describing geometry which creates objects and spaces in which you can move around, as well as light, texture and sound which can be approached and viewed from whatever angle.  It is from this ‘worldly’ imitation that VRML files get their name. The files are called ‘worlds’ and have ‘.wrl’ extension.
  • 4. VRML 1.0  This is the first generation of VRML.  It describes the foundations of a world including geometry, lighting, color, texture and linking.  VRML 1.0 is designed to meet the following requirements: – Platform independence – Extensibility – Ability to work well over low-bandwidth connections  No support for interactive behaviors
  • 5. VRML 2.0  This is the current generation of VRML.  It has a richer level for interactivity and includes support for animation, spatial sound and scripting in addition to features that are already supported in VRML 1.0.  VRML Architecture Board made it official in March 1996
  • 6. VRML97  VRML 97 is the ISO standard for VRML  It is developed based on VRML 2.0
  • 7. Features in VRML97 More realism in static worlds  Sound objects with controllable attenuation  An efficient system to describe irregular ground terrains  Extrusion objects for advanced but compact modelling  A more powerful background coloring and panorama system  A fog system allowing underwater and cloudy environments to be represented  The ability to use MPEG video as a texture map
  • 8. Features in VRML97 Interaction from sensors:  Collision detection gives the user a sense of substance as they move in the world  Touch sensors allow reactions to a users deliberate actions  Proximity sensors allow reactions to a user’s not so deliberate actions  Visibility sensors allow conservation of resources
  • 9. Features in VRML97 Motion, behaviors and beyond:  Interpolators provide engines to implement animation of any sort.  Scripting in JavaScript or Java allows everything from simple logic devices to fully blown analytical engines providing a wealth of complexity.  Prototypes extend the existing variety of object types with efficient reuse and simple scene graph structure.  A navigation information object provides the browser software with details of the speed and nature of the users movements in the world.
  • 10. Writing VRML descriptions  VRML code is simply a text file, case sensitive  Header: – #VRML V2.0 utf8  Comments indicated by ‘#’ sign  Terminology: – Nodes: a world is made up of nodes which are types of objects – Fields: describe properties of a node
  • 11. Example #VRML V2.0 utf8 WorldInfo { title "Example 1" } DEF FBOX Shape { appearance Appearance { material Material { diffuseColor 0 0.5 0 } } geometry Box { } } Node Field (uses default values)
  • 12. Shapes  Box – geometry Box {size 5.5 3.75 1.0}  Cylinder – geometry Cylinder {radius 0.5 height 10 top FALSE}  Cone – geometry Cone {bottomRadius 5 height 10 side TRUE bottom FALSE}  Sphere – geometry Sphere { radius 10,000,000}  Text & FontStyle
  • 13. Materials  Material Node properties: – diffuseColor: The normal color of the object – specularColor: The color of highlights on shiny objects – emissiveColor: The object 'glows' with a light of it's own of this color. It doesn't cast light on any other objects though – ambientIntensity: The amount of ambient light that the object reflects – shininess: How reflective the object is – transparency: How transparent the object is. Note, some browsers will not support partly-transparent objects.
  • 14. Transformations  Distances measured in meters (convention)  Angles measured in radians  Transformation types: – Translation, Rotation, and Scaling  Applied in following order (use nesting for custom) – Scale, then Rotate, the Translate  Example: Transform { translation 1 1 1 rotation 0 1 0 0.78 scale 2 1 2 children [ USE FBOX ]
  • 15. Example #VRML V2.0 utf8 Transform { children [ NavigationInfo { headlight FALSE } # We'll add our own light DirectionalLight { # First child direction 0 0 -1 # Light illuminating the scene } Transform { # Second child - a red sphere translation 3 0 1 children [ Shape { geometry Sphere { radius 2.3 } appearance Appearance { material Material { diffuseColor 1 0 0 } # Red } } ] } ( … )