While you're here why not look around?
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March 21, 1997The following material is Copyright © 1997 by Greg Roelofs.
Synopsis
- VRML 97, http://www.sdsc.edu/vrml97/
- 23-26 February 1997
- Monterey, CA
Overall Impression
This was one of the best conferences I've ever attended; it was small
enough (500 attendees) not to be overwhelming, had a single track
for technical papers, had incredibly good content and gave a good
overview of the current state of the industry. (I'm speaking as a
technical person rather than a content/designer type;
the latter
might well have found it too technical. It felt a lot like an
academic conference to me, which I liked.)
Also, the toys were good....
Schedule, 23-27 February
- Sunday: working groups
- Monday: working groups, tutorials, demo night
- Tuesday: working groups, papers, panels, exhibits, Aquarium
dinner
- Wednesday: working groups, papers, panels, exhibits
- Thursday: [Cosmo Worlds tutorials]
Highlights
- Of about four concurrent tutorial sessions, I attended the all-day
``Authoring Compelling, Efficient VRML 2.0 Worlds'' session, and by
all accounts it was one of the best. It was taught by Dave Story,
Delle Maxwell and Dave Marsland (all of SGI) in half-hour chapters,
mostly alternating between efficiency/optimization and VRML 2 feature
examples (compelling content). The latter featured excerpts from
Delle's Tenochtitlan (Aztec) world and from the ``Out of Box Experience''
on SGI's (low-end) O2 line; both used animation, sound, preset viewpoints,
and various forms of interactivity to good effect.
The key point to take home from this session was: test performance
at every step of the way, and if it ever drops below about 10 frames per
second on
your intended minimum target hardware, immediately go back and figure
out why. Leaving performance-tuning for the end will almost certainly
mean you have to start over from scratch. (A second key point to
take home: current authoring tools are almost universally deficient,
both in features and as aids to performance-tuning; even the browsers
have a long way to go before they achieve minimal conformance with the
spec.)
Supposedly the examples (and maybe the slides?) will be available from
http://vrml.sgi.com/vrml97/courses/compel/ eventually, but they're
not there yet.
- The papers were given in sessions throughout Tuesday and Wednesday.
Several covered various attempts at building very large, networked,
multi-user environments; others dealt with actual case studies of
VRML being used in industrial applications or, in SGI's case, as
part of the setup/installation procedure for the O2.
In general, though, I found the ``algorithms'' papers to be the most
interesting. Their quality was comparable to papers presented at
SIGGRAPH, not surprising given that the ACM was a cosponsor.
Standouts included John Edwards and Chris Hand's MaPS navigation
device, a downward-pointing ``eye in the sky'' camera displaying a
real-time, moving, 3D map on a virtual ``tricorder''; and an automated
level-of-detail generator called Lodestar, by Dieter Schmalstieg.
The latter removes an arbitrary number of vertices (and the resulting
null polygons) from a complex model, leaving behind an excellent
representation of the original object. (VRML 2 supports, as an efficiency
aid, multiple levels of detail, switchable by means of proximity
sensors or visibility sensors or whatever; the Lodestar algorithm
would allow much easier generation of such worlds.)
- The panels tended to be heavy on presentation and light on Q&A,
but they were also good and provided an opportunity to see some
of the VRML heavyweights disagree with each other. The Tuesday
panel on ``Java as a VRML Development Platform'' featured some
impressive demos by John DeCuir of Sony Imageworks, including an
outstanding example of a fan blowing a flag in real time. The
polygons of the flag were controlled by a Java program implementing
a springs-and-weights model, and while the level of tesselation
was a little chunky, there were enough ripples and
folds to give an excellent impression of waving in the breeze.
This was running on a PC laptop, if I'm not mistaken.
The Sony flag demo can be found at
http://spiw.com/class/cloth/
and requires a VRML plug-in (not a
stand-alone viewer) with Java enabled in the browser. Netscape plus
Sony's Community Place
browser will work the best, although John claims SGI's
Cosmo Player
plug-in and Newfire's Torch
plug-in (formerly known as Heat) can also be made to work. Credit for
the flag demo mainly goes to Joe Munkeby and Jai Natarajan.
The other panels covered multi-user technology, avatars, and user
interface design. I found them principally notable for the repeated
calls for compatibility--of browsers with the specification, of
browser user interfaces with each other (``navigation sucks''), and
of various multi-user aspects (including avatars) across platforms
and worlds. Note that VRML 2.0 has no support for multiple users;
that's being addressed by things like Universal Avatars (semantics
or avatar layer), Living Worlds (syntax or VRML interface layer),
Open Community (API layer), and VRTP (wire protocol layer).
- The exhibition was refreshing for its small size--only about 20
exhibitors were set up in a small hall. These included
SGI,
Microsoft,
OZ Interactive,
Intervista,
Integrated Data Systems,
Black Sun,
Diamond,
Sony,
Kinetix,
Live Picture,
3D Web,
Newfire,
Paragraph,
DRaW Computing,
3Dlabs,
Addison-Wesley,
VREAM,
Dimension X,
and the VRML Consortium itself.
Enter Corp. and Hollyworlds were supposed to be there, but I don't
remember seeing them.
Aside from the always flashy SGI demos of their Cosmo Worlds authoring
tool, the most memorable displays were those by Newfire and Paragraph.
The former were showing off their upcoming Heat browser (since renamed Torch)
a very fast software VRML renderer based on BSP trees. It was being used to display
some Doom worlds and Quake avatars at about 640x480 and around 10 fps.
Paragraph was demoing an alpha version of Matchman, a tool
for animating avatars; the favored swimsuit model was very lifelike in
her movements, although the primary behaviors (walking, running) were
canned and almost certainly derive from motion-capture data (Polhemus
sensors).
- The Microsoft-sponsored dinner and Demo Night on Monday was mostly
notable for the noise-making toys provided at every seat, which were
used to register approval, disapproval and ``out of time'' for the
various five-minute demos. As always, there were some technical
glitches and presenters who talked more than demoed, but the Paragraph,
Newfire, Metatools and Thinkfish demos were particularly interesting.
Metatools showed off their recently acquired
Real Time Geometry
technology, which included dynamic (and exceedingly fast) retriangulation
of a 3D-scanned face, while Thinkfish demoed pseudo-2D art--for example,
a caveman drawing of a buffalo that could be grabbed and rotated as a
3D object, all the while retaining its ``cave drawing'' appearance.
The SGI-sponsored dinner at the Monterey Bay Aquarium, aside from the
luxury of the location itself, was notable
primarily for the opportunity to eat seafood in the presence of numerous
live sea critters--nyuk nyuk. SGI also had several O2s scattered around
the building, running an accurate VRML model of the Monterey Bay itself.
Tuna, jellyfish, gulls and an ROV were all virtually present in the model.
Gripes
- The Sunday (23 Feb) and optional Thursday stuff didn't get posted
early enough; I had already made hotel reservations before some of
the interesting items on the schedule were posted. (Of course, 8:30am
on a Sunday morning is insane, but that's a separate gripe...)
- The papers (Tuesday and Wednesday) were so good, I missed all of the
concurrent working-group sessions. It would have been nice to have
some sparse periods in the schedule. Likewise, the tutorials on Monday
were heavily overlapped; I would have liked to attend at least one or
two of the half-day sessions in addition to the full-day session I did
attend.
Closing Comments
Right now the VRML phenomenon feels a lot like the very early days of
the World Wide Web, except that this time more companies are aware of
the potential for a huge explosion in interest, if not profitability.
(As we all know, about the only folks making money off the Web are those
selling content-creation tools or advertising space at a few popular
sites, or those who got an IPO out at the right time...)
The browsers are very strongly reminiscent of the original NCSA Mosaic,
in the sense of being functional but not highly optimized. It seems clear
that companies like Newfire hope to pull the same coup Netscape did and
become the de facto standard among VRML browsers. Let's just hope
these companies don't similarly fragment the VRML standard. (For the
record, Newfire claims to be implementing their BSP stuff via VRML 2
prototypes, which is the accepted method for extending the language.
Other browsers will simply ignore the additional information.) A personal
peeve is that almost none of them support the required PNG image format yet; of more than half
a dozen browsers I've tested, only the Irix version of Cosmo Player does
so far.
Meanwhile the authoring tools are pretty weak; Cosmo Worlds is probably
the most complete, but it's only available for SGI's Irix workstations,
and even it doesn't do much to help the user optimize his or her worlds
automatically. IDS, Dimension X, VREAM and others are joining the fray,
however, and no one doubts that there will be considerable improvement
over the next few months.
Last modified 12 March 1997 by Greg
Roelofs (
roelofs at <prpa dot philips dot com>), you betcha.
[ TBTF for 1997-03-21 ]
Copyright © 1994-2008 by
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