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Re: XML multimedia specs -- help for the bewildered, please?
- From: Chuck White <firstname.lastname@example.org>
- To: "Bullard, Claude L (Len)" <email@example.com>, firstname.lastname@example.org
- Date: Tue, 14 Aug 2001 12:56:08 -0700
I've never found anything particularly compelling about 3D on the Web
myself, but I do know there are some very serious VRML fans out there. I'll
wait the ten years or so it will take for them to sort through all these
issues before I take it seriously.
I don't see why there should be any implementation issues regarding other
rich media, particularly vector art. SVG has been adopted by the W3C as a
proposed recommendation. If companies such as Macromedia and Microsoft won't
adopt it, that's a political, not a technical issue. If they're waiting for
the recommendation process to complete its cycle, that's a reasonable
decision, and it would be unfair not to mention that both companies are
represented on the final draft that emerged as a CR. In fact, the roster of
companies allegedly behind the SVG spec is one of the reasons for some
guarded optimism on my part.
The Tumeric Partnership
Author, Mastering XML, Premium Edition
Sybex Books, May, 2001
> It's simple: comply and compete. XML has nothing
> in the way of semantics, real time 3D interoperability
> depends on semantics for behavioral fidelity. A single
> source codebase is the sword cut to the Gordian Knot
> of interoperation and behavioral fidelity. Vendors such as
> Macromedia recognize the conflict for what it is.
> The X3D effort is being revamped. XML is still there
> as an encoding, but the emphasis appears to be changing.
> To what is somewhat undetermined. A closed Browser
> Working Group has been announced with details on the
> W3DC homepage. There was heavy resistance to changing
> the syntax of VRML (what X3D is basically) and more to
> the idea of using the DOM. This has to be overcome
> with reliable conformant performant implementation.
> So far, no one has stepped up to that except the
> Xj3D group.
> XML doesn't add much to the issues
> of ubiquitous real time 3D at the browser level.
> On the front end (transformation of data sets
> for visualization and high level authoring
> languages) it can be very useful, but at this time
> 3D is mired in the interoperation, fidelity, and
> ubiquity of rendering plugins.
> Note: Microsoft has yet to field a successful
> real time 3D application. It seems to be a
> dead spot in their pool of otherwise enormously
> successful applications. My guess is that they
> may acquire rights to one of the VRML survivors.
> Their own Chrome effort which was the incindiary
> that illuminated XML in the 3D universe died a
> quiet ignominous death. Someone ask why.
> Other issues: why 3D at all?
> Without very good authoring tools, real time 3D is
> very costly to build and worse to maintain in the
> face of inconsistent browser behavior. Complex
> content such as demonstrated by the IrishSpace
> project isn't viable until those challenges are
> met and overcome. If all you need are rotating
> objects, you don't really need real time 3D. If
> you want to build large integrated worlds, say
> compelling entertainment applications, real time
> 3D is a good bet. The authoring tools must enable
> easy production and intergration of 3D audio,
> avatar behaviors, movie or storystyle framework
> scripting, and over time, should incorporate the
> voice technologies being pioneered at AT&T to enable
> reuse of live and deceased actors voices.
> Then you need a much larger and more productive
> talent pool. 3D is hard. Weirdly, it is easier
> than 2D but no one notices.
> Ekam sat.h, Vipraah bahudhaa vadanti.
> Daamyata. Datta. Dayadhvam.h
> -----Original Message-----
> From: Chuck White [mailto:email@example.com]
> As for 3D, currently, there are two areas of activity that I'm aware of
> there may be more): the X3D spec you mentioned and a 3D language being
> pushed by Viewpoint and Adobe
> (http://www.viewpoint.com/developerzone/5-0.html). Naturally, these groups
> don't seem to be working together, but I could be mistaken.
> I don't know if this helps at all, or if this just served as an
> to voice my displeasure over the way companies handle spec development. If
> it's the latter, my apologies, but these things need to be said from time
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