| Q&A |
Ian
Ringrose
Wild3D
28/06/04 |
| Q1 |
A
brief presentation of your works concerning web 3d technologies. |
| A1 |
I
have been working with web3D modelling tools since 1995 and
during this time have been primarily interested in the design
of 3D models and modelling software using the VRML file format.
I chose to work with VRML as it was, and still is, the only
standard format available to VR developers. However, from
a developer’s viewpoint it is difficult to use, over-complicated
and ambiguous, particularly when applied to more complex multi-model
illustrations.
The decision to write my own 3D modelling application came
at a time when modelling tools were in short supply and generally
very expensive. This situation has changed to some extent
in that there are a number of available packages on the market,
but the large expensive systems still dominate. These are
designed for a wide range of animation applications and make
no special concessions for the problems facing the VR modeller,
(such as economies in polygonal detail and animation sequences).
To date I continue to use my own ‘web3D Modeller’
package which I revise and enhance as new requirements emerge.
Whatever the medium be it book, film or animation, the presentation
of natural species has terrific popular appeal. In terms of
real-time animation it also presents a number of rather daunting
problems. The incredible diversity of colour, texture and
motion in nature makes modelling each new species almost a
completely different task. Where to begin is itself a significant
problem. Past connections with the sea, both in the UK Merchant
Navy at University made marine life the logical choice and
I have currently modelled a number of species of shark, dolphin
and whale which are part of a new wild3d web site.
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| Q2 |
What
is Wild3D project? |
| A2 |
The
Wild3D project shows how VR graphics can be used to illustrate
wildlife on the PC and web. It explores the problem of simulating
different species and also looks at single and multiple model
worlds using VRML plug-ins and web3D Java applets.
In addition to illustrating web sites, I am also working on
an ‘interactive’ book (and CD) which combines written
natural history with interactive 3D illustrations. Readers reference
VR models on the PC whilst following text in the book. The first
interactive book is titled ‘Ocean Life’ and it is
hoped that it will be of interest in natural history museums,
sea-life centres and also in general education.
In addition to PC applications, future Wild3D projects will
explore the use of helmet mounted displays for simulating VRML
worlds. |
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| Q3 |
Simulating
wild life is a huge project, what kind of reality levels are
you targeting? |
| A3 |
Reality
levels in real-time illustrations are a compromise between the
number of polygons per model, the number and quality of texture
maps and the display update rate. They have to take account
of display hardware and the type of subject being simulated.
For example, a real-time illustration which runs on a high performance
stand-alone PC can be very much more complex than one which
is designed to be downloaded across the web and is targeted
at average PC hardware. Moreover, a single model subject can
be assigned more polygons and have more complex texture maps
than a group scenario with multiple models. An example of a
high detail, single model application is the virtual aquarium
at www.toucan.co.jp
which illustrates individual fish models using high polygon
counts and beautifully drawn texture maps. These models can
be contrasted with those on the wild3D site which, for the most
part, use very low numbers of polygons with texture maps that
were derived from photographs. In both cases model dynamics
(morphing) are heuristically derived and provide an approximation
as to how species move rather than accurate simulation.
The current models on the wild3D site are deliberately designed
with very low polygon counts and small texture maps to ensure
reasonable download times and smooth movement on a web page
illustration. On some of the illustrations underwater ‘fogging’
effects and sound have been added to improve the general feeling
of realism in the illustration. The introduction of broadband
and constant improvements in processor speeds over recent years
will continue to improve reality levels and allow greater flexibility
for the modeller to design realistic worlds. |
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| Q4 |
Are
you planing to add Artificial Intelligence concepts to simulate
crouds? |
| A4 |
My
first encounter with crowd simulation techniques came at a SIGGRAPH
conference around twenty years ago. As I remember, the author
was Craig T Reynolds and he discussed the use of mathematical
models to simulate the movement of flocks and shoals. His results
were vividly illustrated in a fine animation piece entitled
‘Stanley and Stella’ which showed flocks of birds
and shoals of fish interacting with fixed obstacles and also
with each other. The next time I saw similar work was in the
film Jurassic Park when a herd of ‘Gallemites’ (excuse
the spelling) were running to avoid a predatory T-Rex.
There is little doubt that AI programming will be essential
for simulating real-time ‘flocks and shoals’ and
I would be very interested to know whether any algorithms have
been developed which are suitable for use with real-time applications.
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| Q5 |
Is
it possible to use tools such as 3D scanning and motion capture
to enhance realism? |
| A5 |
There
is little doubt that tools such as 3D digitizers, 3D scanners
and motion capture will be used to a greater degree in the future
to improve web3D graphics. They will enhance the quality of
the simulated images and also the realism of movement in the
scene. |
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| Q6 |
What
kind of users are you targeting for Wild3D? |
| A6 |
One
of the most attractive aspects of designing wildlife illustrations
for the web is the almost universal appeal of the subject. Although
limited at present to sea life, I will be adding models to attract
web users who are interested in other aspects of nature.
The Ocean Life book will be aimed at the education and marine
environment awareness. Initially, I would like to sell it through
natural history establishments such as museums and sea life
centres but also think that it has a place in schools; combining
a little natural history with a little 3D graphics!
Web3D illustrations of wildlife may also be used to form part
of web sites which are currently used by the larger natural
history organisations. Rare and endangered species can, for
example, be simulated online to improve public awareness in
a novel, interesting and interactive way. Organizations like
this may also benefit from stand-alone 3D exhibits, allowing
users to select and view various wildlife illustrations interactively.
These exhibits could take the form of PC displays or could use
helmet mounted virtual reality technology and could vary from
single model examination type illustrations to guided VR tours,
(tour a section of the Great Barrier Reef). |
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| Q7 |
Why
are you using VRML for displaying those scenes? |
| A7 |
VRML
is currently the only web3D format offering plug-in and Java
support. In addition, it is also supported by most 3D modelling
packages. However it was designed by committee to meet a labyrinth
of different VR applications and the nodes can be awkward to
program and ambiguous resulting in illustrations which work
with some plug-ins and not others. |
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| Q8 |
Is
WireFusion a good alternative of plugin technologies to animate
such contents? |
| A8 |
Having
to download a 1MB plug-in before viewing web3D illustrations
is inconvenient and the emergence of Java based technology such
as Wirefusion (www.wirefusion.com) and Blaxxun (www.blaxxun.com)
is undoubtedly the way ahead. As a web3D modeller I would choose
to use this technology to design web sites for client companies,
as it allows most of their users no-wait access to web3D illustrations.
However, I believe that free, easily accessible plug-ins that
are currently available as downloads from Parallelgraphics (www.parallelgraphics.com)
and Blaxxun still have a place in the development of web3D graphics.
I would for example use this technology for the interactive
books (Ocean Life), putting html pages with embedded illustrations
on an attached CD and directing users to a plug-in web site
to setup their PC. Indeed, a recent small ‘Wild3D interest’
survey to 43 VR companies indicated that some plug-in manufacturers
would be keen to collaborate in the development of web3D products.
This may lead to the inclusion of a plug-in in the CD installation
process.
To conclude, I believe that Java based web3D products such as
Wirefusion will be more widely used on web3D sites in the future
as it reduces the need for the download. However, I also believe
that there will be a place for plug-in technology, particularly
for specific applications and projects. |
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