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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] No SubjectDate: Thu, 27 Jan 1994 11:27:18 +0000 From: Lou Burnard <lou at vax.ox.ac.uk> >I would like to see a graphics composition language which allows a structured >display to be composed on the screen from a number of items, which may be >local or remote. For example, I would like to see a chess screen made up >There will be those who suggest adapting PDF, which is basically >There will be those who suggest augmenting TIFF, using its general >There will be those who say it should be SGML. >There will be those who say that HyTime ought to be used for this, >There will be those who feel like writing it in an afternoon from > scratch. Actually, I think most graphics people would say it should be CGM. Indeed, I think there are some who would say it *is* CGM. But I am no expert in this field... regards Lou From: Dave_Raggett <dsr at hplb.hpl.hp.com> Date: Thu, 27 Jan 94 15:42:24 GMT I too have been putting thought into a similar scheme. It seems to me that the processing power of workstations and high end PCs is now good enough to support platform independent VR with Web style global hyperlinks. Like Tim, I believe that the way forward will naturally lead to non-proprietary VR, and think now is the time to start exploring how we can do this. A key to allowing effective platform independence is to use logical descriptions so that viewers can fill in the details according to their own rendering capabilities. As an example, you could describe a room in terms of the polygon defining the floor plan, the height of the walls, and categories for the textures of floor, walls and ceiling. Hierarchical descriptions of wall textures could include: raw color and a link to the tiling pattern for an explicit design of wall paper. Low power systems would use plain walls, saving the cost of retrieving and patterning the walls. Fractal techniques offer interesting possibilities too. Shared models would avoid the need to download detailed models, e.g. for wall paper, window and door fittings, chairs, tables, carpets etc. These models, by using well known names can be retrieved over the net and cached for subsequent use. The models would include hierarchical levels of detail. This is important for "distancing" and reducing the load on lower power clients. In addition to appearence, models could include behaviours defined by scripts, e.g. sound of a clock ticking, the way a door opens and functional calculators, radios and televisions. Full VR needs expensive I/O devices, but we could get by with side-ways movement of the mouse (cursor keys) to turn left or right and up-down movement of the mouse to move forwards and backwards in the scene. I believe that allowing a progression from simple to sophistocated I/O devices with the same VR interchange formats will be critical to broad take up of VR. So far I have outline a way in which you could click on an HTML link and appear in a VR museum and wander around at will. Pushing on doors would correspond clicking on hypertext links in HTML. The next step is to get to meet other people in these VR environments. The trick here, is to wrap real-time video images of people's faces onto 3D models of their heads. This has already been done by a research group at ATR in Japan. Our library couldn't find any relevant patents, so it looks like there are no problems in defining non-proprietary protocols/interchange formats for this approach. The bandwidth needed is minimised by taking advantage of the 3D models to compress movements. By wrapping the video image of a face onto a 3D model, you get excellent treatment of facial details, as needed for good non-verbal communication, while minimizing the number of polygons needed. The effectiveness of this approach has been demonstrated by Disney who project video images on onto a rubber sheet deformed by a mask pushing out of the plane. Needless to say, there remain some research issues here ... The first steps in achieving this vision is to start work on a lightweight interchange format for VR enviroments and experimenting with viewers and http. A starting point is to pool info on available software tools we could use to get off the ground. Regards, Dave Raggett (looking forward to the Web's VR version of the Vatican Exhibit). ----------------------------------------------------------------------------- Hewlett Packard Laboratories, +44 272 228046 Bristol, England dsr at hplb.hpl.hp.com From: vinay at eit.COM (Vinay Kumar) Date: Thu, 27 Jan 94 11:07:43 PST Very interesting indeed. Recently i saw a running demo from General Magic's "MagicCap" UI environment. It seems to do a lot of the stuff mentioned by others on this list earlier (assuming i understand the emails correctly ofcourse). MagicCap UI shows a downtown view on the desktop, using a mouse one could navigate (VR style) around houses, rooms, hallways, libraries, etc...One could customize wall colors, wall papers, posters, and other artifacts in and outside the rooms. Drag and drop feature is supported. Linking of objects is thru drag and drop. However i am not sure if linking of objects over distributed networks is supported. They claim everything in their environment is an "object" and almost every object could be linked to any other object. I will recommend everyone on W3 to atleast take a look at this product. (I apologize if this sounds like infomercial on General Magic's product, certainly didn't mean that way). In essence, it makes lot of sense in viewing W3 alternatively in a "non-document" centric manner as well. At this point, i am not sure what is the best way to do this in W3, certainly W3 is powerful and flexible enough to allow us to accomplish such a thing. Sounds like there is need for a multimedia-scripting-and-synchronization language (whatever that means....). Shall get back to you on this more after careful thinking. Vinay Kumar vinay at eit.com CGM From: ansi at niwot.scd.ucar.EDU (lofton henderson) Date: Wed, 2 Feb 1994 13:12:49 -0700 I have recently seen some pieces of email dialog on the subject of a Universal Network Graphics Language. I have comments to offer on a couple of aspects of the issue. It is interesting that no one has mentioned the format that seems to be the obvious solution -- Computer Graphics Metafile (CGM). The mail dialog that I have seen so far proposes PostScript/PDF, TIFF, NAPLPS, and various other private formats. CGM:1992, especially with the pending completion of Amendment 2 (Application structuring) has all of the features named, except for 3D. A 3D extensions project is being studied now by ISO graphics standards committees. It is declarative (as opposed to procedural), and it a highly efficient device- and application- independent graphics format. The Version 3 definition of CGM:1992 is roughly as capable as PostScript level 2 in graphical expressive power. It is a composite vector/raster format, so it preserves editability and the ability to manipulate the picture (as opposed to TIFF). Virtually all commonly encountered 2D graphical primitives can be translated directly into CGM elements. Scanned images can be embedded as tiled raster elements. It has two flavors of structuring. "Segments" are a graphical efficiency mechanism, for saving and reusing sets of primitives (which can be instantiated with different attributes, transformations, etc). The Application Structuring of Version 4 metafiles (Amendment 2, anticipated completion summer 1994) lists among its target capabilities "network distributed graphical applications", interactive electronic manuals, etc. It includes not only the ability to divide the metafile into pieces of application (as opposed to graphical) significance, but also includes picture and structure directory features. The pictures can be completely indexed, "objects" are randomly accessible, and any variety of Structure Attributes can be defined and attached to the structures. It is an ISO standard (ISO/IEC 8632), and has been around for 7 years (it was republished in 1992). It has been designated as the graphical content architecture by a number of electronic documentation initiatives: the ISO Office Document Architecture standard (ODA); the electronic document programs of US DoD (CALS) and international commercial aviation (ATA/AIA); it is the graphical basis of the ATA "intelligent graphics" and intelligent electronic documents program; etc. It is also a European standard (EN) and national standard of most of the main industrialized countries. There certainly would seem to be some advantage to using ISO standards where suitable ones exist (I have worked on ISO graphics standards committees for a dozen years, principally on CGM). It is widely implemented (but not always well) -- the CALS Test Network (CTN) lists several hundred products that claim CGM support. A testing and certification service for products has just been established, by the National Institute of Standards and Technology (NIST, a part of the US Department of Commerce). It is certainly worth looking into, as it seems an ideal candidate for your projected application. I'd like to offer a couple of other remarks in closing. Firstly, some of the mail has talked about time, the nature of time, and synchronization. For that aspect of the problem, there is an ISO standard, HyTime, whose purpose is exactly synchronization and integration. Secondly, there are numerous standards efforts underway to look at the whole picture of interactive electronic documents, distributed multimedia, etc: MHEG (Multimedia hypermedia experts group), HyperODA, IMA (Interactive Multimedia association), OMG, SC24/PREMO (Presentation Environment for Multimedia objects), to name just a few (in this very crowded field). Finally, it seems to me that there is some confusion in the mail between the graphics formats used to support a set of requirements for distributed interactive network graphics, and the tools that actually provide the services. There is obviously some relationship, but the solutions will be forthcoming more quickly if the separation is kept clear. My specialty is formats, so I've limited the bulk of my comments to that topic. Regards, Lofton Henderson. Henderson Software Inc. 1919 14th St., Suite 610 Boulder, CO 80302 USA ph: (+1) 303-442-6570 fx: (+1) 303-442-6572 Internet: lofton at ncar.ucar.edu; or, lofton at cgm.com (As you might guess for the 2nd Internet address, our business is CGM). Distributed Interactive Simulation Virtual Reality Anyone got any leads on this and standards in use? The following was from the IETF list. From: Margaret <MLOPER at ucf1vm.cc.ucf.edu> Date: Wed, 02 Feb 94 09:00:27 EDT The Distributed Interactive Simulation (DIS) standards being developed under IEEE are for linking simulations at multiple locations to create realistic, complex, virtual "worlds" for the simulation of interactive activites. Our work over the past 5 years has focused on connecting military simulations; however, the DIS technology is applicable to entertainment, medicine, education,... The FAA is even joining our workshops. The next workshop is March 14-18 in Orlando. To get more information on this subject, please contact Caroline LaFave at 407-658-5518 or clafave at admin.ist.ucf.edu. Margaret Loper, PM DIS Standards Institute for Simulation and Training 3280 Progress Drive Orlando, FL 32826 407-658-5517 Labyrinth From: mpesce at netcom.com (Mark D. Pesce) Subject: VR and WWW - LABYRINTH Project... To: timbl at www0.cern.ch Date: Thu, 17 Mar 1994 10:28:39 -0800 (PST) Tim - I was on www.info.cern.ch today and saw a discussion of VR and WWW. Well, it's already being worked on, here in SF, and I hope that we'll be able to contribute it to the public domain before Summer is over. In any case, we'll be showing it off at SIGGRAPH (hopefully) as part of the SIGKIDS exposition, to show how VR can make WWW sites like the U.S. Library of Congress more navigable to everyone, not just children. I've enclosed a short document describing the rationale and goals of the Labyrinth project. Any comments you care give would be greatly appreciated. Any help/pointers you can give to people doing similar work would be greatly appreciated. Thanks for all your great work on WWW! We're glad to be able to add to it. Mark Pesce Network Zero San Francisco, California, USA mpesce at netcom.com Tim BL
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