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 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.

   
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.
   
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.
   
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.
   
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.
   
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).
   
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.
   
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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