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building VRML worlds

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Building VRML Worlds Book Review

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Building VRML Worlds

Building VRML Worlds

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Building VRML Worlds
Author:
Ed Tittel
Charlie Scott
Paul Wolfe
Claire Sanders
Publisher:
McGraw Hill
Published:
1993
Pages:
381

Building VRML Worlds


Building VRML Worlds Chapters

Building VRML Worlds Chapters
  1. An Introduction to VRML
    • How VRML Can Change Your Web Experience
    • Pondering VRML
    • How VRML Works
    • Comparing HTML and VRML
    • VRML's History and Evolution
      • Cyberspace Description Format
      • A File Format for the Interchange of Virtual Worlds
      • Labyrinth - VRML Specification Version 1.3.1
      • Web OOGL
      • Manchester Scene Description Language (MSDL)
      • Multitasking Extensible Messaging Environment (Meme)
      • And the winner: open Inventor (OI)
      • The VRML 1.0 Specification
    • The History Continues
      • VRML+
      • VRML 1.1
      • VRML 2.0
      • VRML and the Web: A Stellar Partnership
        • Inter Vista's World View
        • Cosom Players
        • CyberGate
        • GL view
        • Liquid Reality
        • Caligari Pioneer
        • Virtuss Voyager
        • Whurlwind
        • VRweb
        • Live3D
        • Topper
    • The Future of VRML To Be Determined
  2. Thinking in 3-D
    • Origin and Axes
      • The VRML Coordinate System
      • VRML Units
    • Moving in 3-D
      • Orientation
      • Viewpoints
      • Translation
    • Objects
      • Points to Polygons
      • From Frames to Surfaces
    • Working with Light Sources
      • Ambient Light
      • Directional Lights
      • Spotlights
      • Point Lights
      • Lights, Sensors and Scripts
      • Rendering
    • Shading Techniques
      • Flat Shading
      • Gouraud Shading
      • Phong Shading
      • Ray Tracing
    • Texture Mapping: Realism Made Easy
  3. The Basic of VRML Files
    • Don't Let the Jargon Get You Down
    • The VRML 2.0 Specification Hype
    • Now About Those Files...
    • What Your Browser Needs to Know: VRML's MIME Types
    • What Makes a VRML File?
      • VRML Sample File
      • The VRML File Header
      • Comments in VRML Files
    • Nodes: The True Building Blocks of VRML
      • The Structure of a Node
      • The Parent-Child Relationship
      • Nodes: Barren or Fecund
      • Bindable Children Nodes
      • Instancing
      • An Example of Instancing
      • Prototyping
      • Bounding Boxes
    • The Way of the Node How Nodes are Processed
      • Parsing
      • Traversing
      • Rendering
      • Wold Transforming
      • Picking
    • An Overview of Node Types
      • Node Changes in VRML 2.0
      • New Node Types in VRML 2.0
      • Nodes Changed in Moving Worlds VRML 2.0
      • Important New 'Common Nodes'
      • Appearance Nodes
      • Sensor Nodes
      • Grouping Nodes
      • Geometry Nodes
      • Special Nodes
      • Interpolator Nodes
    • Summary
  4. Creating Good VRML
    • Speed Versus Reality
      • Consider the Client Machine's CPU
      • Consider the Client Machine's Internet Connection
      • Textures as a Bottleneck
    • Ways to Increase the Speed of VRML Worlds
      • GZIP Your Worlds
      • Don't Create Objects That Aren't Visible
      • Use Primitives Rather than Polygons
      • Use as Few Polygons as Possible
      • The Pros and Cons of WWWInline
    • Avoid Building 'Movie Set' Worlds
    • The Benefits of Functional VRML World
    • Making Good VRML Isn't (Completely) Easy
  5. What to Look for in a VRML Authoring Tool
    • Ease of Use
    • Exportability of VRML-Compliant Files
    • Importing Other File Formats
    • Objects and Textures
    • Ability to Add New Textures and Object Libraries
    • Text as Well as Graphics
    • Multimedia Effects
    • WWW Awareness
    • VRML Power features
    • VRML Creation Tools vs. Rendering Software
      • The Interfaces
      • The Power
      • The Price
      • When to Use VRML Tools or Rendering Packages
    • Summary
  6. Paragraph's Virtual Home Space Builder
    • The Technical Stuff
      • System Requirements
      • VRML Considerations
    • VHSB: The Guts
      • Getting Started with VHSB
      • Building a VRML Virtual Space in Seven Easy Steps
      • Virtual Space Finishing Touches
      • Setting Up a Walkthrough Show
      • Converting Files to VRML
      • Building a Virtual Community
      • VHSB and the Future of VRML
  7. Caligari's Pioneer
    • Technical Requirements
    • Pioneer: The Guts
      • Interface
    • How to Make a Complex World in Six Easy Steps
      • The Quick, clean Guide to VRML Publishing with Pioneer
    • Drawbacks
    • Conclusion
  8. Virtus Walk Through Pro and 3-D Website Builder
    • Virtus' Background
    • The Virtus Web Site
      • Virtus Help
      • The 3-D Durham Bulls Ballpark: A Virtus Creation
    • Virtus' VMDL: A VRML Alternative?
    • Exporting to VRML
    • 3-D Website Builder
      • WB System Requirements
      • WB's Impressive Features
      • A Glance at WB's Windows
      • The Design Concepts Behind WB
      • WB's Tools
      • WB Tips
    • WalkThrough Pro
      • WTP System Requirements
      • Virtus Rules
      • WTP's Offerings
      • A Glance at WTP Views
      • Drawing Concepts in WTP
      • Highlights of the WTP Toolkit
      • Rabbit in the Moon: An Example of What You Can Do with WTP
      • WTP Tips
    • Summary
  9. VR Tools
    • Java/VRML Tools
      • Dimension X's Liquid Reality
      • Hyperwire
    • VRML Conversion and Translation Tools
      • Interchanges
      • Extreme 3-D
      • DoomTo Vrml2
      • VRML1to2
      • VRML1toVRML2
      • MUStoVRML
      • ORC 3-D Translators
    • VR Server and Other Fascinating VRML Tools
      • V-Relam 3-D Media Server
      • VRserver
      • Axial Flyer Toolkit
      • RealVR
    • Summary
  10. VRML Extensible Rendering Packages
    • The Five Points of Rendering
      • Object Creation and Shaping
      • Shading and Lighting
      • Object Libraries
      • Surface Texture Libraries
      • Perspective
    • Physical Requirements of a Rendering Package
      • Technical Requirements
    • Strata's StudioPro
      • Technical Requirements
      • Features
      • The Five Points Check
      • Five Points Summary
    • Kinetix 3D Studio Max
      • Technical Requirements
      • Features
      • Five Points Check
      • Kinetix 3D Studio Max Summary
    • Summary
  11. Working with Surface Textures
    • The Making of a Good Texture Map
      • Elements of Style: VRML and Texture Use
      • Graphic Formats
    • Resources for Texture Maps
      • Commercial Packages
      • The World Wide Web
      • In-House Graphics Development
    • Examples of Effective Texture Maps Use
    • Summary
  12. Using Object Libraries
    • Why Object Libraries?
    • Working with Generic Objects
      • The Generic Object Strategy
      • File Formatting and Conversion
    • Resources for Objects
      • VRML Object Libraries on the Internet
      • Commercial Libraries
      • VRML Library Development
    • Summary
  13. VRML Worlds for WWW Navigation
    • On the First Day: Preparing for World Creation
    • The Hammer and the Anvil: Banging Out a Virtual World
      • Strategies for Linking Worlds
    • Summary
  14. Using Web Applications with VRML
    • Server-side vs Client Side Applications
      • On the Server-side: CGIs and APIs
      • Client-side Applications Break the Server Resource Barrier
      • For VRML, Client-side Application Will Prevail
    • Server-side Applications
      • Possible Uses for Server-side VRML Web Applications
      • Creating CGI Programs
      • Delivering VRML from Your CGI Programs
      • VRML Generation
    • Client-side Applications
      • Uses for Client-side VRML Web Applications
      • VRML 2.0's Script Node
      • Java and VRML
      • JavaScript and VRML
    • Summary
Building VRML Worlds Appendices
  1. Glossary
  2. Resources
  3. Index

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