What I learned at SigGraph98
Java and JavaScript Interface to VRML:
I attended the last part of the VRML course
to see what they had to say about controlling VRML with different scripting
languages. Go Here for my Complete Course Notes
- VRML2.0 currently supports several different
scripting languages including: Java, JavaScript, VRMLScript, and ECMAScript...
As far as I can tell all the *.script languages are basically the same
- For simple and easy tasks JavaScript will be
what you want to use since it is less complex and easier to use than Java...
however more complicated things will require the Java interface
- Java provides access to the network more complex
math, Data Structures, classes and sockets are provided in Java and not
in JavaScript
- With Scripting languages is it possible to Add
and Delete Routes from the VRML dynamically. You can replace the whole
world dynamically with Browser access...
- Scripting also makes it possible to subclass
the different VRML nodes that already exist
- Recommended resources include: VRML WebSite -
http://www.vrml.org, The VRML Repository http://vrml.sdsc.edu and the VRML
2.0 SourceBook
- Dave Nadeau Also addressed a request to compare
VRML to Java3D. His response was that if you want to do algorithm-cs
based graphics, Java3D would be the right choice. However, if you want
to do quick content creation then, VRML would be what you want to use...
Additionaly he pointed out that Java3D can load VRML2.0 files and give
you better control over interaction than VRML can
Java3D:
Performer:
Along with a lot of other people, I attended
the Performer SIG. I took lots of notes including the almost complete
question and answer session, so if your interested see my Unedited
Notes Page. This is just a distillation of the most important stuff.
- There will be a Performer3.0 and it will be built around Farenheit
Scene Graph (hereafter referred to as FSG)
- Performer will not be ported to NT... FSG is the Unit - NT cross
platform framework
- Sharon Clay on SGI's implementation of FSG:
- Cross platform IRIX, HP_UX, Windows applications
- supports OpenGL and Direct3D
- FSG is the API layer and encourages vendors to specialize
- FSG does NOT implement all feature... that up to vendors
- Supports Multi-processor traversal for collisions, culling, sorting
and rendering
- FSG Beta Release Winter 1998-99
- Full FSG Release Summer 1999
- There was a good Question and Answer Session
given by Dave Orton from SGI see the link for the full text
- Info on Performer Releases:
- Performer2.2 is available for IRIX 6.2, 6.3, and 6.4 systems
- Performer2.2.1 is available for IRIX 6.5
- There is a version Performer2.2.2 for IRIX6.5.1m
- The Performer2.2.3 is due later this year
- 2.2.3 is promised to be a full release, while the last few releases
have been more like upgrades
- SGI Announcements:
- 128CPU Onyx2 in Late 1998
- 16Pipe IR Late 1998
- New IR2 Graphics is due in August... this is supposed to be 25%-30%
faster than the current IR technology
- DV Multiplexer in Late 1998
- D-Plex Support for Performer 2.2.3 a.k.a. Hyperpipe... (see the notes
for more details)
- They also showed a really cool demo showing off the usefulness of the
double precision transforms now available in Performer... The demo was
to zoom in seamlessly from space down to a real-sized model of a car parked
in the lot of Epcot Center in Orlando, FL... pretty impressive!
Show Floor
- Advanced Rendering
Technology: RenderDrive
- This was a rack mounted box that did hardware
raytracing using the Renderman spec from pixar... There were some VERY
impressive images that they showed including effects like radiosity, soft-shadows
and depth-of-field blurring... They compared the images to the same ones
rendering in 3DSmax, Maya, Bryce3D, etc... the times were impressive...
images computed with standard software systems were on the order of 30-40hr's
while the RenderDrive image took 12 mins.
- Ascension
Technology's wireless (almost) tracking
- This was Ascension's entry to the motion-capture
wireless tracking market... it seemed to work ok... but it didn't seem
very wireless to me...The people they had showing this stuff had sensors
stuck all over there body, and all connected to what I assume was some
kind of a transmitter backpack... Seemed like a real hassel to use for
CAVE stuff :)
- ITU Research:
TouchCube
- The TouchCube is an input device that uses the
little touch pads from notebook computers... They put one of these things
on each side of a cube and allow you to rotate object by pushing and dragging
your fingers across the pads... Seemed like an interesting idea for a 3D
input device... pretty similar to a spaceball or magellan
- PixelFusion:
- This is a graphics card from a company in the
UK... They say that it is loosely based on the PixelFlow system from NC
and HP... Some of the cool things that they claim are Completly programmable
pixel shading, as well as True Phong shading and Bump Mapping all in real
time... They said that the card will be targeted at the high-end pc market
and is due to be released in mid-1999
- Autometric Inc:
EDGE product family
- This is a set of tools that address the same
type of issues that BattleView addresses... They are actually very cool!...
They deal in extremly large terrain and mission database (on the order
of Terabytes) as well as Imagery... there software and seamlessly map satellite
and mapping imagery to multiresolution adaptive terrain... as well as suppporting
Mission simulation modes... The person I talked to seemed very knowledgable
about this type of software and market, and Actually knew a lot of the
ARL people as well as the boeing people Joe Adamo, Bruce Dyke, etc... If
your interested stop by my office and take a look at their excellent handouts
- FakeSpace:
Passive Stereo ImmersiveWorkbench
- I also went and saw Fakespace's booth where they
were demoing a new version of the ImmersiveWorkbench... This was VERY nice...
Featuring a very bright display, and passive stereo... The brightness is
due to using two projectors for an immersa-desk sized display... they both
fit nicely inside the case... The passive stereo looked good and used circular
polarization so that when you turned your head sideways you didn't loose
the stereo effect..