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Universal3D vs. Real Open Standards

viveka writes "Back in April, Slashdot reported the announcement of a Universal 3D File Format by Intel, Microsoft & others - to be "as open as MP3". Of course, that's not all that open. And this turns out to be the sneaky part. There is a real open standard already - X3D is ISO-ratified, royalty-free, and has multiple open source implementations. U3D is "going to be submitted to ISO" - one day - but right now they're talking to ECMA, which allows royalty-bearing patents. I found this article by Tony Parisi, co-chair of the X3D Working Group a fascinating insider's picture of the standards wars, along with insights into what it takes to release an online game, what really killed VRML, and why open standards do (and don't) matter. I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore ;)"

174 comments

  1. Why would MS conform to standards? by g-to-the-o-to-the-g · · Score: 5, Insightful

    MS isn't interested in helping the competition, they're trying to push down the competition. As long as they have a monopoly and they ignore standards, it can make it even easier for them to retain their monopoly. We hear all the time about how people don't want to use non-MS products due to incompatabilities. I would be very surprised if MS ever actually does conform to web standards and such.

    1. Re:Why would MS conform to standards? by socrates32 · · Score: 1

      This is probably why Intel is splitting with X3D after having backed it right up to the ISO acceptance. Intel wants to sell high-end chips, which in turn depends on applications that are processor intensive. MS's offering (due in 2007) will, in all likelyhood, "embrace and extend", which, apart from the continuing their desktop monopoly, will introduce ever-increasing bloat to continue driving the hardware upgrade cycle.

      --

      -- "Quidquid latine dictum sit, altum sonatur."
      - Whatever is said in Latin sounds profound.
  2. Too many hyperlinks by Cyclone66 · · Score: 4, Insightful

    Ok seriously there are too many hyperlinks. Which one is the article. You don't need to hyperlink every single word to get your point across!

    1. Re:Too many hyperlinks by Cornelius+Chesterfie · · Score: 5, Funny

      Who cares? It's not like we read them anyway :)

    2. Re:Too many hyperlinks by Anonymous Coward · · Score: 0

      You seem to need at least five hyperlinks to get a submitted story accepted by the slashdot editors.

    3. Re:Too many hyperlinks by Lord+Kano · · Score: 1

      You must be new here. This is Slashdot. People don't follow links in this joint.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    4. Re:Too many hyperlinks by Dwonis · · Score: 1

      This is the web. Nobody expects you to click every link.

    5. Re:Too many hyperlinks by Frankie70 · · Score: 5, Funny

      OK - how's this?

      Back in April, Slashdot reported the announcement of a Universal 3D File Format by Intel, Microsoft & others - to be "as open as MP3". Of course, that's not all that open. And this turns out to be the sneaky part. There is a real open standard already - X3D is ISO-ratified, royalty-free, and has multiple open source implementations. U3D is "going to be submitted to ISO" - one day - but right now they're talking to ECMA, which allows royalty-bearing patents.
      I found this article by Tony Parisi, co-chair of the X3D Working Group a fascinating insider's picture of the standards wars, along with insights into what it takes to release an online game, what really killed VRML, and why open standards do (and don't) matter.
      I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore


      BTW, I need to get a life.

    6. Re:Too many hyperlinks by soloport · · Score: 1

      Well now, that's the beauty of tabbed browsing -- and "load tab in background". Click each link with the middle mouse button and you're there! Is that so hard?

    7. Re:Too many hyperlinks by WhiteWolf666 · · Score: 1

      No.

      But you are supposed to cut-n-paste the link for the main article into your endlessly repeating wget cron job.

      Or, if you are truely 1337, then into the IRC master control bot to tell your zombies what to DDOS.

      That's why there should only be 1 or 2 links---otherwise, we can't effectively /.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
    8. Re:Too many hyperlinks by Cyclone66 · · Score: 1

      No it's not so hard, I love tabbed browsing. The point is I want to know which is the main article so I can read/skim through it rather than get a second hand account from someone who clearly has ADD.

    9. Re:Too many hyperlinks by Dwindlehop · · Score: 1

      More links are a feature, not a bug.

      --
      Jonathan Pearce jonathan@pearce.name
      3EAAFB2A http://www.jonathan.pearce.name/
    10. Re:Too many hyperlinks by Zeinfeld · · Score: 1
      Ok seriously there are too many hyperlinks. Which one is the article. You don't need to hyperlink every single word to get your point across!

      I wish that people who link to an article would not link to the publisher as well. If its an article on CNN they will provide a link to their home page, ditto for anyone else.

      Going to ECMA can mean many things. Sure it is patent friendly, but it is also a rubber stamp standards body. Thats why Netscape took Javascript aka ECMAscript there. Why bother spending years arguing with a bunch of bozos when the whole technology will be different by the time it is ready.

      --
      Looking for an Information Security student project suggestion?
      Try http://dotcrimeManifesto.com/
    11. Re:Too many hyperlinks by xargoon · · Score: 0

      But it helps slashdot. Instead of posting multiple articles they can ./ 10 sites with one single article! Talk about saving bandwidth!

    12. Re:Too many hyperlinks by Archibald+Buttle · · Score: 3, Informative

      Too many links, and not one of them led to the 3D Industry Forum web site, which would have been useful since that's the group that's pushing U3D.

    13. Re:Too many hyperlinks by Anonymous Coward · · Score: 0

      VRML died because it was not a *dynamic* language. It had no programmatic or trully interactive capabilities. They eventually hacked on javascript to do things which should have been in the language itself.

    14. Re:Too many hyperlinks by roine · · Score: 2, Funny

      You forgot to hyperlink sneaky.

  3. Real Open Standards by lewp · · Score: 2, Funny

    Are Real Open Standards anything like Real Ultimate Power?

    --
    Game... blouses.
    1. Re:Real Open Standards by L337Designs · · Score: 2, Funny

      If the competition is a guitar, and microsoft is the ninja doing the wailing, then yes.

    2. Re:Real Open Standards by Anonymous Coward · · Score: 0

      Using MSFT products makes me want to flip out and kill people.. does that count? ;O

  4. Storing 3D vector data in a text file is braindead by mrright · · Score: 5, Insightful

    Maybe that is why VRML and X3D were not successful. Storing binary data like 3D vector data and texture data in a text file and then compressing the text file to get acceptable file sizes is just plain stupid.

    Binary storage for 3D data makes a lot more sense since it is more compact and easier to parse, and there are also standards such as the IEEE float and double standard.

    But nowadays everything has got to be XML, even if it does not make any sense at all. XML is fine for configuration files and office documents, but for image and vector data it is just not the right tool.

    --
    Private property is the central institution of a free society (David Friedman)
  5. MP3 an Open Standard? I tthink not by MJOverkill · · Score: 5, Informative

    Remember, the MP3 standard is covered by patents owned by the Fraunhofer Institute and THOMSON, and they enforce their patents.

  6. Collada by Anonymous Coward · · Score: 3, Insightful

    Don't foget Collada This format, headed up by sony and supported by all the major 3d modelling packages, was first released at SIGGPAPH, and it has a lot of promise.

    1. Re:Collada by Mongoose · · Score: 1

      Yeah it's kind of OpenGL ES centric to me, or maybe all the PS3 style demos are geared to that. I don't really like the idea of an XML format, but I guess a lot of people will make a binary format of some kind for storage.

      Well, gzip compresses text better than anything and can be decompressed at almost no cost. Maybe that's a choice to take...

      However to fully support it you need OpenGL 1.5+ for all the shader sections.

  7. Competition is good by pilybaby · · Score: 1

    Almost all competition is a good ting, if there weren't competition we wouldn't be sat here using computers that can do what they can do and in a world that is as advanced as it is.

    A standard is a good standard if it does it's job well and fits in with business demands. Technical superiority isn't always the best predictor of a winner. May the best standard win (which is a no-lose statement btw ;-)).

    1. Re:Competition is good by jericho4.0 · · Score: 1
      But recent history has seen the world get behind various 'standards' that suck. For example, the practice of sending documents as MS .doc files. The question of which is technically better was never asked, since this simply resulted from MS's domination and marketing skills. IMO, it can't be called a standard if it's not open.

      I do agree with the gist of your statment though, the best standard _will_ eventually win, it's just that we might have to go through another few rounds of propietary crap first.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  8. How to fight this most effectively? by hopethishelps · · Score: 4, Interesting
    I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore.

    Unfortunately, with Microsoft's money and monopoly of the desktop, that trick might work. In fact it probably will work, unless some of us put together good ideas and good software using the open standard X3D before the bad guys get their bandwagon rolling.

    1. Re:How to fight this most effectively? by Anonymous Coward · · Score: 0

      Yes, it'll work splendedly, just like how IIS killed off Apache, C# killed off every other programming language, .NET killed off... whatever the hell competes with whatever the hell .NET is supposed to do, etc.

      As potent a force as they CAN BE, Microsoft has been pretty damned impotent in this kind of market.

    2. Re:How to fight this most effectively? by Mithrandir · · Score: 2, Interesting

      Or, do like us, and just not care about MS. We make all our money in applications other than dealing with microsoft. (FWIW, I'm the architect of Xj3D, one of the links provided in the article). Our money comes from developing custom applications using our toolkits that happen to support X3D, or providing complete solutions for devices like CAVES or other large-scale visualisation devices. We get paid to improve open source codebases, something which MS is not interested in.

      FWIW, 3DIF is just Shockwave3D. This is Intel's 4th attempt at trying to standardise it. They'll fail yet again. Look at the architecture of it, it sucks badly in that it does everything it can to prevent hardware graphics acceleration (ie Modifier Chains). Academically, it's nice, but for it's theoretical stated objectives, it just cannot work. It can't handle the millions of polygons required of CAD visualisation and rendering - either at the file format level or interactive frame rates. Just wait another year and watch it sink beneath the waves again. All it is is a couple of managers at Intel trying to save their arse on an already-failed project.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
  9. Real Open Standards? by ccharles · · Score: 1

    WTF? When did they... oh, wait. I thought this was Open Standards by Real... nevermind :)

  10. This is going nowhere by Anonymous Coward · · Score: 2, Informative

    Here is stuff straight from their standards page:

    * Open source, so no licensing issues.
    * Has been officially incorporated within the MPEG-4 multimedia standard.
    * XML support makes it easy to expose 3D data to Web Services and distributed applications.
    * Compatible with the next generation of graphics files - e.g. Scalable Vector Graphics.
    * 3D objects can be manipulated in C or C++, as well as Java.

    Sure looks like everything VRML attempted to be an then some, guaranteed to be another crash and burn.

    "Hats off to WildTangent, the only one of the bunch who ever had a working business model". I know a few programmers that worked at WildTangent and I've play tested a few of their games. All of them were awful. The only people I've seen get realtime 3d right is Linden Lab, but that requires way too much infastructure.

    1. Re:This is going nowhere by Anonymous Coward · · Score: 1, Interesting

      H"Hats off to WildTangent, the only one of the bunch who ever had a working business model"

      that would be Wildtangent the spyware manufacturers ? yeah a buisness model based on user deception and datamining, nice ethical buisness model

      thats like saying "hats off to cometcursor and coolwebsearch for driving the development of toolbars,popups trojan horses and MSIE exploits"

    2. Re:This is going nowhere by rsclient · · Score: 3, Interesting

      OK, I don't normally respond to "WildTangent is Spyware" -- among other reasons, because it's not my job. It's D----'s job. My job is employee number 10, Wild Tangent. I'm a programmer, specializing in whatever we need to fill our customer needs. And I'm irritated enough to want to write about three Wild Tangent related points, but I won't. I'm going to talk about the business of 3D.

      In the beginning, nobody quite knew what the 3D market was going to be. E-greeting cards that sing and dance? 3D Banner ads? Audio visualizers? Data visualization? And what was the business: who is going to buy? what do they buy? Does a web-3D company sell tools and make the "player" free? Or make the tools free, and the player free, but make a "technology license"? Or have the content cost money? Who pays to develop the content?

      Wild Tangent, like all of the 3D companies, tried a bunch of things. I've seen companies that made very, very simple tools that tried to fix the "3d is hard" problem (dead), and companies that made mini-movies to solve the "what sort of content" and "3d art is expensive" pro(dead) and companies that make tool sets (dead) and companies that make 3D community spaces (dead) and companies that make data visualizers (dead) and a lot of other things.

      Turns out, the right path is:
      - complex tools. Simple tools don't make for very interesting content, and people care a lot about interesting content
      - free player. Noone has made any real money by selling their player, even if it was a pain to develop. And believe me, they ARE a pain. I have the scars to prove it.
      - good content.

      One of the many wrong paths is the "datamining" path. Nobody really _cares_ about any of the data you could possibly collect from a user's machine (note: except for things that are grossly illegal like bank PIN numbers, of course). Suppose some web company could co-ordinate your DOOM-3 habbits, your email address, and the last three movies you saw: would it help LL Bean sell you slippers? Or GM sell you a Cadilac? Answer: no. And so they don't pay for it.

      And it's not just a pet theory, either. I get asked to add features to our products all the time; the features are never "let's get the user's email address" or "can you find out people's slipper sizes?". Instead I get questions like, "can we reduce the size of our 3d geometry" and "can we interface to the XYZ framework". And, by an enterprising-but-clueless sales person, can I make it work with PowerPoint because our 3D engine doesn't work on the Mac, but if it worked in PowerPoint it would because PowerPoint works on the Mac and it would be nice to work on the Mac.

      To summarize: Wild Tangent makes games. People buy games, and that makes us money. Games a re big business with enormous potential becoming very large and successful. Wild Tangent doesn't do yucky data mining because people don't pay for that and we wouldn't make money. Companies that do the sleazy things tend to be small and stay that way: it's just not a big business. And the Wild Tangent boss -- Alex St. John -- really, really wants to run a big company.

      --
      Want a sig like mine? Join ACM's SigSig today!
    3. Re:This is going nowhere by Tony+Parisi · · Score: 1

      Wow. Tough crowd. Anyway, my whole point was, just as you said, that WildTangent makes games, because games make money. Boy. People really read a lot into these things.

  11. So.. by Anonymous Coward · · Score: 0

    ..where is the Firefox plugin? ;)

  12. Re:Storing 3D vector data in a text file is braind by hopethishelps · · Score: 5, Informative
    Binary storage for 3D data makes a lot more sense since it is more compact and easier to parse

    A binary format for X3D is being defined. X3D supports multiple file encodings describing the same abstract model.

    But nowadays everything has got to be XML, even if it does not make any sense at all

    The XML encoding enables smooth integration with web services and cross-platform inter-application file and data transfer. An excellent idea, surely. See the X3D FAQ for more details.

  13. Well, maybe if X3D wasn't a total piece of crap... by Assmasher · · Score: 0, Flamebait

    ...nobody would embrace a semi-private offering like U3D. X3D truly is a mess.

    --
    Loading...
  14. Re:Well certianly not in this case by theyre+watching+you · · Score: 1

    i think this one is the actual article.

    not even slashdotted yet, probably because it's so hard to find.

  15. mp3 open? by AmigaAvenger · · Score: 0, Redundant

    maybe someone forgot to tell them, but mp3 is far from open... it is owned and to legally use it there are copyright fees involved...

  16. Re:Storing 3D vector data in a text file is braind by RWerp · · Score: 4, Insightful

    I disagree. Storing vector data in text files has tha advantage that in extreme case, I can always edit the file with just a text editor.

    --
    "Long run is a misleading guide to current affairs. In the long run we are all dead." (John Maynard Keynes)
  17. we already have standards by Anonymous Coward · · Score: 2, Informative

    X3D isn't a file format standard. It's some lame web 3D, lets resurrect VRML with a new name, specification.

    There are at least two opensource 3d file format standards that I know of developed by actual companies in the industry:

    http://www.softimage.com/products/pipeline/dotxsi/ v36/
    http://www.tweakfilms.com/main/gto.html

    1. Re:we already have standards by pyrrhonist · · Score: 3, Insightful
      There are at least two opensource 3d file format standards that I know of developed by actual companies in the industry

      Both of which are proprietary formats.

      Just because a company chooses to make certain applications that use their format open source doesn't make their format a standard. Furthermore, neither of these companies have enough spin to make their proprietary format a de facto standard.

      X3D is being put through the ISO standards process, and U3D is being designed by huge industry players.

      --
      Show me on the doll where his noodly appendage touched you.
    2. Re:we already have standards by Have+Blue · · Score: 1

      Don't forget the Lightwave .obj format, which is complex but very well-documented and a de facto standard in the game industry.

    3. Re:we already have standards by hymiedots · · Score: 1
      I can't speed for Softimage, but Tweak Film's GTO is not a "proprietary format". Its released under LGPL as evidenced by its FSF listing. There are a number of free tools in the download that read, write, and edit it. We have no aspirations to have it become a standard. On the other hand, there are people in the special effects industry using it right now on real projects.

      The "huge industry players" that have designed the U3D format are not people that use these types of things on a day-in day-out basis. Both our GTO file and the Softimage format (from what I can tell) are evolved from actual usage not from a committee. My guess is that the same applies to the Kaydera FBX format which at least they seem to claim is in wide usage outside of their software (I have not personally used it).

      Probably the single most successful 3D format -- albeit restricted to polygonal data -- is the ancient Wavefront OBJ format. The reasons for its success are the same some future format might become popular; it's simple and it doesn't make any assumptions about the applications that use it. If U3D really fits that description I'm sure it will become a "standard" in usage not just in name.

    4. Re:we already have standards by pyrrhonist · · Score: 1
      I can't speed for Softimage, but Tweak Film's GTO is not a "proprietary format". Its released under LGPL as evidenced by its FSF listing.

      While it is true that the code is released under the LGPL, this does not prevent the company from discontinuing its use of the format, using a new format, and then not releasing that under the LGPL. A similar situation happened with AOL's TOC protocol. Standardization prevents this from happening, because usually, more than one company or group designs the standard and more than one vendor creates products using the standard.

      --
      Show me on the doll where his noodly appendage touched you.
    5. Re:we already have standards by Cid+Highwind · · Score: 1

      While it is true that the code is released under the LGPL, this does not prevent the company from discontinuing its use of the format, using a new format, and then not releasing that under the LGPL.

      The AOL example is bad, because everybody's apps had to interact with AOL's server. File formats are different. Even if the original app that used the file format is long gone (or moved to an encrypted, patented, DRM encumbered, demon possessed .666 file format) you can still use that format to transfer data between two other apps. Look at dbase 4 .dbf files. Ashton-Tate has been gone a looooong time, but the easiest way to get small data tables into ESRI's GIS products is to convert them to .dbf with Excel, and import them that way. Besides, if the ability to switch to another file format makes the current one less than open, then there are no open file formats at all. Who can say with absolute certainty that gcc won't drop support for .c files in the future, and transition to encrypted c# instead?

      --
      0 1 - just my two bits
    6. Re:we already have standards by pyrrhonist · · Score: 1
      The AOL example is bad, because everybody's apps had to interact with AOL's server. File formats are different.

      Okay, I'll give you a better example. How about RTF? Microsoft has release the RTF specification. It's public, and a de facto standard that anyone can use. However, Microsoft continuously tweaks their implementation so that not even Microsoft products of different versions are entirely compatible with each other, and interoperability between applications is a complete mess.

      Besides, if the ability to switch to another file format makes the current one less than open, then there are no open file formats at all.

      It's not the ability to switch that's making it less than open. This is simply a side effect of not standardizing. Standardization makes it difficult for any one group to ruin interoperability without dire consequences to themselves. Without standardization, this isn't true.

      Besides, there are open file formats. The format and encoding rules for XML is very ridgidly defined. If you use an application of XML, like XHTML, you can be absolutely certain of the file format.

      Who can say with absolute certainty that gcc won't drop support for .c files in the future, and transition to encrypted c# instead?

      This is a bad example, as there's no strictly defined file format in the C language specification, and GCC uses the platform's encoding rules, IIRC. In fact, I bet you can find plenty of C files that are encoded in EBCDIC that GCC reads just fine, provided you're on a platform that supports it.

      Open source projects changing file formats is also not unheard of. Many projects have broken things by changing their configuration file format. Just because the code is open source does not make the file format it uses an open standard.

      Now if you said that no one could say with absolute certainty that GCC wouldn't drop support for the increment operator, I'd have to disagree. If they did this, they would no longer be a C compiler, because they wouldn't support the C standard. Someone else would then step in to take their place.

      With one company calling all the shots, this doesn't happen. The company can change the format willy-nilly, and you have to play catch-up. Furthermore, you can't have your ideas incorporated into their format. With a standard format, you can bring your ideas before the standards committee.

      --
      Show me on the doll where his noodly appendage touched you.
    7. Re:we already have standards by visgoth · · Score: 1
      .obj is great for moving meshes between apps, but it has no support for rigs, skinning/weighting, morph targets, clusters, etc. I higly doubt this x3d format will be able to handle all the possible extra stuff that 3d packages can create.

      Example, I have a fully setup character (rigged, weighted, morphtargets, control panels) in Maya. I need to get this sucker over to say, Max.

      1st the geometry has to come across. Is it nurbs, polys, subdivs? If its nurbs, is it one seamless surface? Probably not, so I have to bring across multiple patches, better hope the destination package has decent surface continuity tools. For polys, that's pretty trivial these days, aside from making sure vertex order is preserved, normals facing the right way, smoothing groups/creases/whatever are preserved.For subdivision surfaces (real ones, heirarchial subdees, not just a polymesh with catmul-clark smoothing ops applied) you need to make sure the destination package has the capability. So (somehow) the mesh comes through.

      Now the rig has to come in. Every package has its own ik system, with one or more types of solvers. Some of these are proprietary, so a common format for these has to be agreed upon. By some miracle, the rig comes through, and the mesh/surface model now has to be weighted to it. This is likely the simplest step of the process, but highly dependant on a clean, sane import of the mesh. Each vertex/point/knot has a unique number. A lot of times these numbers get scrambled, making stuff like weighting and morph targets impossible to use, as they rely on the numbers to keep track.

      The rest of the character, all the expressions and scripts would be quite difficult. I'd imagine that some sort of translation from Mel to Maxscript would have to be done (a not insignificant project unto itself!). I havn't even touched on stuff like hair or cloth, which I'm sure would be a delight to convert over as well.

      Anyhow, this x3d format will likely be, as someone has already posted, VRML redux. Unless they can get Alias, Discreet, Softimage, Side Effects, et all to agree, well then its not going to be useful anywhere but the web.

      --
      My patience is infinite, my time is not.
    8. Re:we already have standards by viveka · · Score: 1

      The X in X3D stands for eXtensible. It includes a mechanism for extensions and profiles (which are sets of extensions on top of whichever core profile you choose). This shortcuts the long ISO standards cycle. So if you want to support IK, morph targets, physics, whatever: you write the extension, implement it, and propose it for inclusion in the next ISO round.

      For example, there's a Web3D working group adding programmable shaders to X3D right now. I've seen two separate running implementations; all the cute features of the new graphics cards. Shiny chrome! Rust! Toons! Wheeee!

      Sure, this is a non-trivial amount of work, but it's easier than any other way you could do this. You don't have to reinvent the core profile, so you can concentrate on your extensions. You'll get feedback from other consortium members, which will probably actually improve your new profile. You can build on the work of others, and others can build on your work.

      Web3D consortium membership is cheap. For individuals it's $100, and for corporations it's way less than W3C for example.

      It's possible that Sony's Collada will take off; if it turns out as open as they're saying, I think it will. I've seen too many proprietary Web3D formats backed by big names fail to expect that path to ever work. If Collada does take off - great! It's XML as well, transforms to and from X3D should be very straightforward.

      --
      Hypermedia, virtual worlds, human interface, truth, beauty.
    9. Re:we already have standards by Anonymous Coward · · Score: 0

      .obj is alias|wavefront's. lightwave's format is .lwo

  18. Re:Storing 3D vector data in a text file is braind by mrright · · Score: 1

    A binary format for X3D is being defined. X3D supports multiple file encodings describing the same abstract model.

    Nice to hear that. That will increase the chances of X3D being accepted as a true standard tremendously.

    --
    Private property is the central institution of a free society (David Friedman)
  19. Whatever by RAMMS+EIN · · Score: 1

    Anybody who still believes that Microsoft and open standards fit on one page is misguided. Standards are ok with MS, as long as noone else can exert any control over them.

    --
    Please correct me if I got my facts wrong.
  20. that trick may well work by Trailer+Trash · · Score: 3, Insightful

    I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore ;)

    Why not? Microsoft still has 95% of the browser market, if you think "that trick doesn't work anymore", you're a moron. They're still in a position to dictate standards, and they've shown that they have no qualms about doing so.

    Of course, this is yet another area where there is simply nothing that is truly patentable, but I'm sure they can sucker the idiots at the patent office to give them a few, anyway.

    1. Re:that trick may well work by router · · Score: 1

      They may have an overwhelming monopoly position with browsers, but they don't have the same control over servers. So they can't push standards to the server market. This goes back to "Why everyone owes the Apache Developers a bottle of beer".

      andy

  21. Netscape Navigator 3 had VRML by Anonymous Coward · · Score: 0

    The VRML plug-in came free with Navigator. You can still download version 3.04 from ftp://ftp.netscape.com/pub/communicator/english/3. 04/ if you're interested. I remember a few sites using it back in the day, but I don't know which ones are still around. Even if there aren't any VRML sites left, Navigator includes a sample VRML file to play around with. It looked promising, but I think Shockwave flash ultimately succeeded in its place due to their (relatively) small file sizes.

    1. Re:Netscape Navigator 3 had VRML by Anonymous Coward · · Score: 0

      that and macromedia giving mutliple studios in LA millions of dollars to develop using flash....And with the glut of unemployed animators in LA in 1999, they had to learn flash to get the bills paid...Fuck saban , when stan lee has 32 million from macromedia to give away!....

      btw- all these happy geek 3d artists working away on a yoda ear are beginning to lose there jobs now.. ESC closed up and fired everyone after the matrix wrapped.....what will those recent Expressions grads do to pay off the 40 grand they paid to learn how to edit splines?.....seems that they still wanna do 3d, and realtime cheap productsions done with those new x3d tools like flux and vizx3d makes sence to me....

      get ready for lots of realtime 3d skip intro movies in 2 years.!!!

      its just 1997-9 all over again, but this time its 3d...unless you get one of those prime jobs at lucas mayalsia....

  22. X3D is dead because it's an ISO standard by joneshenry · · Score: 3, Insightful

    Tony Parisi doesn't seem to get it--the best way to kill off X3D from getting mindshare was to make it an ISO standard, because almost all ISO standards cannot be freely shared in electronic form and the process takes too long to revise deficiencies. What is really pathetic is with all of his experience Parisi still wasn't able to see that the best way to spread a software technology and overthrow the existing order is to make the standard as freely accessible as RFCs or W3C standards.

    For software ISO standards only "work" with already existing market leaders. And even market leaders can be eventually dragged down by the restrictions of being an ISO standard, such as the deficiencies of C++ leading to the creation of Java and C#. Making a software technology such as X3D an ISO standard before it had any market share was simply madness, and Parisi should have known better.

    1. Re:X3D is dead because it's an ISO standard by Anonymous Coward · · Score: 0

      Flux his companies new product sells for under 300.00 for unlimited web3d usage and publishing. Compar that to the 500,000 for a game engine, or the 10,000 for an older vrml or cult, or viewpoint usage(fixed amount)

      He could have tried a netscape appproach and gotten millions to gie it away for free. But we all see that that dosent work either as IE and media player precentages in the market suggest.

      and i do believe that the mediamachines plan is to be commercially viable and also break the cost per entry to web3d projects from those who do FLash stuff for the same cost of tools.

      ISO is nice, but reading the mediamachines site it seems clear that they are in it to sell a perfectably usaable 3d engine that has the advantage of being an iso spec, not the focus.

      Shockwave3d isnt a spec, but its a messed up cludge of features and capabilities...So it proves even the big multimedia companies can make crap and fail at web3d value for potential users.

    2. Re:X3D is dead because it's an ISO standard by Mithrandir · · Score: 4, Informative

      The point that you have completely missed is that X3D is published to the website. Thus, it costs nothing (unlike most other ISO standards). The ISO spec got ratified just under a month ago and we have to go through one more round of editing (typos only) and we have to wait for ISO to formally publish it before it can be seen on the Web3d.org website. Prior to that, if you're a member of the consortium, you have access to it right now.

      On your second paragraph, that's a matter of opinion, of which I vehemently disagree with you. Many large organisations will not touch something unless it is an ISO standard. This is particularly true with both the European companies and the US military complex. To give you an idea of just how that works - as soon as we had the announcement in hand, we had 2 different branches of the US military formally announce that they require it as their one and only 3D interchange standard. By not going to ISO, we end up with the same problem as before - a psuedo standard with multiple incompatible implementations thereof. This solves the problem up front.

      Where Tony and I disagree is that X3D nor VRML has any use being a "Web" standard. Where VRML has been hugely successful is out in industry in places that don't care about the web. If you'd walked around the floor at any show where they do modelling and scanning data, you'll find every single scanner manufacturer uses VRML as their output file format. All the tools that take that raw data in and process it, use VRML etc etc. None of the success stories even use a web browser in the system. In the future, that is less and less likely to happen too. It's all about the back-end and integration work. X3D has been succeeding for a couple of years in there and will continue to succeed.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    3. Re:X3D is dead because it's an ISO standard by Tony+Parisi · · Score: 2, Informative

      Hey Mihtrandir, >Where Tony and I disagree is that X3D nor VRML has any use being a "Web" standard. Where VRML has been hugely successful is out in industry in places that don't care about the web. Actually, I agree completely. Sorry if I gave any other impression. If you go re-read things you'll see that I took great care to characterize X3D, and what our movement is trying to do now, as about "real time" and "communication" not about Web. Web is like 10 to 20 percent of what this is about IMO. Tony

    4. Re:X3D is dead because it's an ISO standard by Anonymous Coward · · Score: 0

      The two preceding posts by nature deserved "Score:5, Insightful", so I guess the mods were on illegal substances again.

      What they briefly discussed -- the target venue for X3D -- was the most important piece in all of the linked articles and the Slashdot discussion, combined.

      Thanks T and M for the very interesting and clarifying detail.

  23. what really killed VRML by Anonymous Coward · · Score: 1, Insightful

    Going out on a limb here, but couldn't it also be that there is NO USE for 3d on the internet? Most people won't even dive deeper than 2 clicks to get where they want to be, and you think that they are going to walk down a virtual street into a virtual store and manually look around? No chance in hell, snow blind be damned.

    1. Re:what really killed VRML by Anonymous Coward · · Score: 0

      thank god there are others beyond yourself who have found real uses for media like X3D.

    2. Re:what really killed VRML by Anonymous Coward · · Score: 0

      But its Virtual Reality!!
      On INTERNET!!

    3. Re:what really killed VRML by wolverine1999 · · Score: 1

      Think - you could see the other virtual people buying in the store!

  24. Re:Storing 3D vector data in a text file is braind by SnprBoB86 · · Score: 1

    I agree! XML is overused just because it seems cool. A binary format is far superior for storing lots the shear number of verticies in todays 3d scenes. I skimmed through the X3D samples, and while primatives are as simple as tags, actual gemometry is rediculous! Storing a single component/attribute of a vertex (with as many as 4 components and 10+ attributes) is about 12 bytes to a binary format's 4 bytes (for a standard float). I see X3D has some compression mechenisms, but I can't imagin how those are of any use if they are text based. They would need to stay in the xml document and therefore must use CData feilds which still makes the format bloated even with a specialized compression algo for verticies.

    --
    http://brandonbloom.name
  25. Re:Storing 3D vector data in a text file is braind by SnprBoB86 · · Score: 1

    Ah, the compression is nearly as I expected:

    http://www.web3d.org/x3d/content/examples/Binary Co mpression/index.html

    I'd be interested to see someone convert one of those samples to a binary format.

    --
    http://brandonbloom.name
  26. radians? by j1m+5n0w · · Score: 3, Interesting

    One of my gripes with vrml is that angles are specified in radians, and it looks like x3d is the same. Maybe it makes the transform math simpler, but Arghhh! Who in the world decided that radians were more intuitive to work with than degrees? Do they think no one will ever write 3d models by hand? I like to have "turn this a quarter turn" work out to a rational number.

    Maybe there's some way to set the default input mode to degrees, and someone will enlighten me.

    -jim

    1. Re:radians? by Anonymous Coward · · Score: 0

      radians smadians.....

      just use a GUI tool like vizx3d....you think any of you flash geeks can add?..christ you just select the damn "circle" tool and away you go making useless fodder for corporate america.

    2. Re:radians? by Anonymous Coward · · Score: 0

      Radians are the de facto standard of mathematics, which, if you've forgotten, is the basis of all 3D graphics. That's right, before you script kiddies can make those cool VRML, X3D, etc. models work, us real mathematicians have to go through the trouble to work out the math behind the standard.

      Radians are more intuitive than degrees. Just like metres are more intuitive than feet, and grams are far, far more intuitive than pounds. It's people like you that keep the scientific, rational standards from overcoming the ancient, irrational, innaccurate methods.

    3. Re:radians? by Anonymous Coward · · Score: 0

      If only there were some type of formula that converted between the two!

    4. Re:radians? by spitzak · · Score: 1

      Right-angle rotations are betters specified as matricies, where all the coefficients are 1 and 0. I have certainly been burned by math errors where exactly 90 turned into approximatly pi/2 and that turned into 1e-9 in the cos() and this error was later magnified to completely wrong output.

      Also use M_PI_2 if you can in your code (of coure Microsoft did not put that in their math.h header file, copy it from the linux header file). I would expect any 3D language to provide a symbol that produces that value with maximum accuracy.

    5. Re:radians? by Anonymous Coward · · Score: 1, Insightful

      If an error of 1e-9 like that in one of your transformation matrices led to completely wrong output, then allow me to suggest that the software you're using was pretty poorly written. What if the user was slowly rotating an object and passed through 90.0001 degrees, for example? If the almost-90 degrees case case caused trouble, I can't imagine that the system wasn't riddled with other problems.

      And trying to use band-aids like M_PI_2 just hides the root problem.

    6. Re:radians? by shiftless · · Score: 1

      Dude, radians are freakin easy when you look at them the right way. Two PI = 360 degrees. Thus 180 degrees = PI, 90 degrees = PI/2, 45 degrees is PI/4, 60 degrees is PI/3, and 30 degrees is PI/6. When you keep it in terms of PI, radians are easy to work with.

    7. Re:radians? by j1m+5n0w · · Score: 1
      Dude, radians are freakin easy when you look at them the right way. Two PI = 360 degrees. Thus 180 degrees = PI, 90 degrees = PI/2, 45 degrees is PI/4, 60 degrees is PI/3, and 30 degrees is PI/6. When you keep it in terms of PI, radians are easy to work with.

      Any unit is easy when used with a constant to convert it to some other unit. Used raw, they're horrible. Who wants to remember that 1.0471975511965665 radians is almost but not quite one sixth of a revolution? Is it even possible to use basic math (such as multiplying by a constant) inside an X3D or VRML file?

      I realize that these 3d model formats were meant to be written and read by programs, not humans, but why make it unwritable and unreadable to humans when you don't have to?

      -jim

    8. Re:radians? by spitzak · · Score: 1

      The problem was with code that checked if entries in the matrix were zero to avoid degenerate cases that did not work with such rotations. One instance was code to halve a 4x4 perspective transform into two equal transforms. The very small numbers produced math overflows. I did worry about real rotations near 90 producing such small numbers, but it was not possible to produce such small numbers from values of 90 +/- D where D is the minimum delta of a double at a value of 90. Therefore the only way to get it was due to the error between the representable value of M_PI_2 and the perfect value.

      Certainly like you say the code needed to be fixed. My post was to point out that the correct fix is to use matricies at a much higher level, abandoning angles as soon as possible. Quaternions are also useful.

    9. Re:radians? by Anonymous Coward · · Score: 0

      Why don't you just put your degrees based objects below a transformation? Or use a calculator.

    10. Re:radians? by j1m+5n0w · · Score: 1
      Why don't you just put your degrees based objects below a transformation?

      Uh, that only works with length units, not angle. You can say "let's make this group of things 10 times bigger", but you can't say "let's rotate these things 0.017453292519942779 times as much as they've previously been rotated". At least, you can't express that in terms of rotate, scale, and translate operations. It may be possible with a transformation matrix, but I don't think so.

      Or use a calculator.

      Sure, you can use a calculator to translate to and from your favorite angle units, but it doesn't lend itself to readable code. As a user, I'd rather see "90" than "1.5707963267948499". The point is moot if no user is ever going to look at or edit the model directly with a text editor, but if there's some possibility that they might, why make it hard for no reason?

      -jim

  27. you neglect the obvious by HBI · · Score: 1

    There IS no market for web 3D. Since it wasn't possible to create a market beforehand, perhaps this was the only option for him. It looks, from his blog, like he got to this point only after several failed ventures. A VRML successor was the end result of these. Therefore, making this an ISO standard probably wasn't his initial goal. It was probably easier than admitting that his work in the recent past had mostly been a wasted.

    My biggest question is: why is this on the Slashdot front page? I don't think most people care.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:you neglect the obvious by Anonymous Coward · · Score: 0

      your a fool if you dont care..realtime 3d will be the underscoring of all interface and presentations done in the next 10 years....

      are you the same the guy who said about the GUI, who cares in 1985..right?..DOS rules.... or were you just in grade school then?

      IT using 3D is where the interface and GUI was in 1985....nothing important happening ..lol

  28. Re:Storing 3D vector data in a text file is braind by Timothy+Brownawell · · Score: 0, Redundant
    The XML encoding enables smooth integration with web services
    JPEG, PNG, mp3, flash, etc. integrate just fine, and they're not XML.
    and cross-platform inter-application file and data transfer.
    As does *any* format you have the specification for. Again: JPEG, mp3, etc. work in multiple applications on multiple platforms.

    Tim

  29. 3D and XML by jefu · · Score: 4, Insightful
    I knew someone was going to use this article to bring up the same old complaints about XML being inappropriate.

    While the size of some 3D data sets is a concern with XML, XML is otherwise very well suited for such data. It is often irregular (which makes relational databases tough) and hierarchical (with elements sitting at different places in a scene graph). So it fits XML almost perfectly.

    Furthermore, with XSLT, or any of the bindings that enable XML structures to be reflected as objects in a programming language, processing the data becomes easy.

    Finally, you can always edit it manually.

    Binary descriptions are nice, usually compact (not always). But with binary descriptions you always have to worry about floating point formats, endianness and how to represent the data in your program - so for every binary data description you have to write a reader for the data, a writer and a new converter for every output format you might choose. With XML, libraries for reading, writing and converting (XSL is very powerful for that) are being written for most languages so you can use one of those that is already there, or if you do have to write one, you can reuse it for other types of data in the future.

    I've written programs to read and write binary data of more types than I'd care to admit, and I've stared at hex dumps of the data files for way too long. I've had to look at un-documented or under-documented binary formatted files and puzzle out what every bit did more than a few times. (Of course since the DMCA I would never puzzle out undocumented binary data files.)

    Finally you say, "XML is fine for configuration files and office documents" but there are those who say that XML is precisely wrong for those kinds of files. In fact, every time someone mentions XML as being used for "Purpose X" on slashdot, you can expect the immediate response "XML is completely inappropriate for Purpose X" comments.

    I'm also a bit curious - for the 3D descriptions, how does bzipped XML compare to an equivalent binary file for size?

    1. Re:3D and XML by abigor · · Score: 1

      Yes, but you actually write software. Most of the people who sit on here complaining about XML have no idea how useful it can be, and how it makes interoperation so easy (anything can parse text), because they don't actually write software - they just like to talk like they do.

      Furthermore, it is highly annoying when people regard XML as a config file format, or a way to represent static data. XMLRPC and SOAP (its bulkier sibling) are so useful it's crazy.

    2. Re:3D and XML by ClosedSource · · Score: 1

      Well, there is a long history of ASCII zealots trying to elevate file formats to languages so it's not surprising that people might expect XML to be the same.

      Parsing text is not inherently easier than parsing binary, but there's a cultural bias in favor of using a text editor for editing "as God intended".

      XML was introduced as a new standard and a lot of new code has been developed to support it. If a binary standard had been introduced instead, the tools required to edit it would not add a lot of additional work. The editor would have been just another part of the standard that platforms would have to adopt to be complient.

    3. Re:3D and XML by ClosedSource · · Score: 1

      The problems you describe are due to the fact that you are using a lot of incompatible binary representations. A real binary standard will fully document floating point standards etc. ASCII text is not endian-free, it's typically character-by-character big endian, but you could certainly represent it differently and it would still be ASCII. People either adopt the standard or they don't, this is equally true for ASCII or binary representations.

      In the case of XML, the decision was made that being able to edit a document using a simple text editor was more important than being efficient. I think this was more of a marketing decision than a technical one.

      By the way, shouldn't a zipped file be in ASCII so we can edit it with a text editor?

    4. Re:3D and XML by wirde · · Score: 1
      XML was introduced as a new standard and a lot of new code has been developed to support it. If a binary standard had been introduced instead, the tools required to edit it would not add a lot of additional work. The editor would have been just another part of the standard that platforms would have to adopt to be complient.

      It's a nice thought, but it did not work out that way for ASN.1...

      --
      in GNUin GNUin GNUin GNUin GNUin GNUin GNUin GNUSegmentation fault
    5. Re:3D and XML by ClosedSource · · Score: 1

      You'll have to elaborate, I not familiar with the history of ASN.1. If people choose not to fully implement a standard, it's more likely a cultural or marketing problem than a technical one. If very few systems supported an ASCII compatible text editor, ASCII wouldn't be successful either.

    6. Re:3D and XML by wirde · · Score: 1
      I agree that it is probably a marketing thing. It is not enough to build the mousetrap (or in this case write the standard), you have to market it as well...

      Short description of ASN.1:
      http://searchsmallbizit.techtarget.com/sDefinition /0,,sid44_gci213786,00.html/

      I personally don't believe in the current XML for everything dogma. I also think that standardizing on descriptions of binary formats is a good thing. ASN.1 seems like a decent idea to me, but there are virtually no free tools available (at least not supporting the more efficient PER encoding).

      I also don't think it's quite fair to compare a text editor to an ASN.1 (or similar) aware editor. Writing a text editor is significantly easier.

      --
      in GNUin GNUin GNUin GNUin GNUin GNUin GNUin GNUSegmentation fault
  30. Standards are great! by autopr0n · · Score: 1

    That's why everyone's got one!

    --
    autopr0n is like, down and stuff.
  31. Re:Storing 3D vector data in a text file is braind by jericho4.0 · · Score: 1

    I don't see that as being enough overhead to avoid using xml. Squirting a complex X3D file at a device will only take a fraction of a second with _todays_ speeds, why not make it human readable/easily edited/open ?

    --
    "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  32. Re:MP3 an Open Standard? I tthink not by GileadGreene · · Score: 1

    Yeah, that was kind of the point the story submitter was trying to make when they put "as open as MP3" in quotes, and made the crack about a royalty-bearing, pseudo-open universal 3D format. Even if you're not going to RTFA you could at least RTF/.S.

  33. Interesting? by Anonymous Coward · · Score: 0
    Nobody decided radians were "more intuitive to work with". They decided they didn't want to deal with dozens of fractional coefficients popping up when they did the calculus.

    Try doing calculus-based physics for a while, then toss your conceptions about radians being a mere matter of convention out the window. Even if the computer's doing the work on the coefficients, it's a great place to introduce bugs.

    If you really care, it's a piece of cake to write a script that'll translate all the degrees in your hand-made model into radians. That's one translation, encapsulated, instead of hundreds throughout a client program.

    Seriously, if you're taking the time to write 3-D models by hand, you can spare an hour to work out a translating solution. The rest of us have real work to do and we need radians.

    1. Re:Interesting? by j1m+5n0w · · Score: 1
      Try doing calculus-based physics for a while, then toss your conceptions about radians being a mere matter of convention out the window.

      I thought this was a discussion of 3d model formats? Granted, some 3d models may be output from a physics model, but it's a lot easier to multiply all the angles by 180/pi when they're output by a physics program than it is to force programmers to write and understand code that expects irrational numbers with many decimal places of accuracy for simple things like arranging six copies of an object so they're radially symetrical

      If you really care, it's a piece of cake to write a script that'll translate all the degrees in your hand-made model into radians.

      It's also a piece of cake to write a script that converts hex, octal, and decimal numbers into binary, but for some reason, the designers of most programming languages allow users to enter numbers in whatever format is most convenient to them.

      Seriously, if you're taking the time to write 3-D models by hand, you can spare an hour to work out a translating solution. The rest of us have real work to do and we need radians.

      Why add a "compile" step to the edit model, view model process for no good reason? We don't compile plain hand-written html, why should we compile vrml or x3d?

      -jim

    2. Re:Interesting? by saynte · · Score: 1
      I think the point trying to be made here is how degrees aren't really the proper units for a measure of angle. While they may be easier to understand for some, they don't fit the math as well as radians do. Think about how an angle can represent a circle, then you can see how 360 degrees really don't make much sense, compared to 2 pi radians.

      Also, you have to realize that the editing won't likely won't be done by hand, so all that need be done is have the modeling program convert from degrees (if that's your preference).

      It's nice for the format to be human-readable (which it still is), but being mathematically conveniant is likely a good trade off for the slight inconvenience of radian usage.

      Lastly, there's really no one saying which is easier to use. I personally prefer using radians to degrees, they make the work I have to do with them easier (which admittedly isn't a lot ;)). Since the choice of which unit to use is rather ambiguous, I think the mathematical ease of radians breaks the tie in the end.

    3. Re:Interesting? by j1m+5n0w · · Score: 1
      Since the choice of which unit to use is rather ambiguous, I think the mathematical ease of radians breaks the tie in the end.

      Why not let the programmer choose, by writing an angle as either, say, 3.14159r or 180d, the same way we write 0x10 and 16 to mean the same thing in c?

      Evidently, there's a lot more die-hard radian fans out there than I anticipated (whose wrath I have unwittingly provoked). The only practical uses for radians I can see are a)converting them to the format used by the c trig routines, and b)specifying the rotation and translation of a wheel rolling along a flat surface. I've written many thousands of lines of pov-ray code, and have never once felt a desire to specify anything in radians, though I do occasially tend to prefer to specify rotation as fractions of a complete revolution, as in: rotate y*360*(1/3) to rotate an object 1/3 of a revolution along the y axis. This is not much different than rotate y*(pi*2)*(1/3), so either works fine as long as the language allows embedded math (I don't think VRML did, but it's been a long time since I used it, and I didn't know the language very well).

      Also, you have to realize that the editing won't likely won't be done by hand, so all that need be done is have the modeling program convert from degrees (if that's your preference).

      I'm one of those weird people that likes to edit graphics files by hand (though it's much easier in POV-Ray than anything else I've tried, thanks to real programming constructs, CSG operations, and a nice, concise systax).

      -jim

  34. Re:MP3 an Open Standard? I tthink not by MJOverkill · · Score: 1

    Yes, I was responding more to the company's remark "as open as MP3" and not the summary, but I felt it necessary to add to the summary by pointing out that MP3 patents are ACTIVELY ENFORCED. The MPEG collection of technologies are, technically, open standards. A lot of companies donate patented MPEG technologies, but do not enforce those patents, except Fraunhofer Gesellschaft of course. This is what makes MP3 a pseudo-open format. This was not mentioned in the summary.

  35. 3D and XML-The "Java" effect. by Anonymous Coward · · Score: 0

    "Finally you say, "XML is fine for configuration files and office documents" but there are those who say that XML is precisely wrong for those kinds of files. In fact, every time someone mentions XML as being used for "Purpose X" on slashdot, you can expect the immediate response "XML is completely inappropriate for Purpose X" comments."

    I think a more insightful question would be: why? Is it because they're luddites? Strange for a tech site. Or mabe a "back in my day" reaction? How about the "Java effect"? Or is it simply that most don't actually understand XML beyound the dictionary definition? Obviously if one doesn't understand something, bad things can happen that may color one's perception when trying to wade into unknown waters.

  36. Re:Storing 3D vector data in a text file is braind by abigor · · Score: 1

    Please look up the definition of "web services".

    Hint: they have nothing to do with browsing the web.

  37. Re:Storing 3D vector data in a text file is braind by ClosedSource · · Score: 1

    Shouldn't this be modded as funny? As in "I can always view the 3D image with just a text editor."

  38. spammers never call their crap "spam" either by Cid+Highwind · · Score: 2, Insightful

    ...it's opt-in targeted e-marketing!

    To summarize: if your code is slipped into another product and not clearly mentioned in the license and listed in the installer, or if it phones home without telling the user that it's going to do it, IMHO it is spyware. WildTangent (as it was bundled with AIM) fits both those conditions.

    Maybe you're not selling spyware anymore, but you did in the past, and on slashdot that reputation takes a *long* time to live down. Just look at any thread about Realplayer...

    --
    0 1 - just my two bits
  39. Re:Storing 3D vector data in a text file is braind by Anonymous Coward · · Score: 0

    Human readable: readable my humans without any tools such as computers.

  40. Collada vs X3D by News+for+nerds · · Score: 1

    According to the Collada team, about Collada and X3D:

    "We do not have this handy, and doing a fair comparison will take some time. I am not sure we (The COLLADA team) are the best to answer this question, as we may be seen as biased. But, without waiting for a detailed comparison, I can give you some elements: We asked game developers and modeler companies about X3D, and we could not find one project using X3D as file format. If you are a game developer reading this and using X3D, please speak up now! COLLADA goal is to be co-designed by the main players so they all embrace it and support it directly. In other words, import/export for COLLADA is provided and supported directly by the tool vendors. COLLADA is designed as a interchange format, while X3D is designed as a content deployment format, targeting web type applications. This may create great divergences between the formats."

    So they are targeted at different demographics, apparently.

    1. Re:Collada vs X3D by Tony+Parisi · · Score: 1
      Dear Colladans,

      Game developers aren't using X3D-- that's not a surprise. Especially since it's not intended as a gaming format, but for productivity and communications applications that use real time 3D. So, the last statement is almost dead-on: they are targeted at different domains (vs. demographics as stated).

      That's not to say that X3D could't be extended into the games space; it's a scene graph with a broad set of features, including most of the stuff that showed up in the Collada presentation I saw at SIGGRAPH :-o. But extending it to do games well would require time and effort. Nobody that is working in X3D can make a business case for that; our customers want Visualization, not games.

      The conversation could end right here. However, I think both camps stand to gain by bringing this issue out in the open, to avoid future confrontations and, more importantly, customer confusion (because it's all about our customers, right? :->)

      Why the Collada team decided to invent something brand new and call it a standard instead of working within an existing standard framework such as the Web3D Consortium is, I suspect, as much about industry politics as anything else.

      I will continue to suspect that until such time as somebody provides solid technical or business reasons as to why X3D doesn't cut it for game interchange. You know, things like "it needs cells and portals." In other words, specifics. Until then, I consider responses such as "we asked game developers and modeler companies about X3D, and we could not find one project using X3D as file format" *political* positions, not technical arguments, voiced by industry players who want to control a format, not by product vendors trying to serve their customers.

      Now, I don't want to just sling barbs. I would like to offer something constructive too. I predict that the Collada team will continue to get asked this and similar questions, and that you would be well served by constructing a sensible technical or business answer to the question. As much as Collada has the potential of randomizing *my* life by confusing people about which format to use for visualization-- X3D or Collada-- the same thing could happen to you guys about gaming and you might want to take preventative measures.

      By the way, there are at least a few X3D exporters coming online for modeling packages, including Maya and Modo. I assume the others wn't be far behind. So when you say "modeling companies" don't support X3D please be more careful.

      Tony Parisi

  41. The issue isn't the zipped size by Sycraft-fu · · Score: 3, Interesting

    The issue is the decompressed size. Fact is, you are going to have to decompress the data before you can parse it. Something like X3D is going to be HUGE compared to a binary 3D format. So, that leaves you one of three options when dealing with it:

    1) Decompress just as needed and render. Ok, but bzip2 requires a non-trivial amount of processor power to execute, and in any srot of high performance situation, you'll be doing a lot of decompression. You'll end up slowing way down wating on that.

    2) Decompress all objects for a scene to memory. That'll work but require a massive amount of memory comparitivley. Not going to find too many takers on an engine that needs a GB to deal with a scene that normal engines can handle in 128MB or less.

    3) Decompress all objects for a scene to disk. Better, but still going to use a lot more memory as the objects are loaded. Also will be slower, because of more disk access, and slower loading times for a scene because of the decompression process.

    Look, a text based markup works well for something like the web because the size of files is not significant compared to the result, and most of the data in the document is text to be displayed anyhow. The same is not true of graphics, espically not in any modren context like a game's 3D engine. You need to be able to get the data into memory fast, and it needs to be as small as possible and still be usable. With UT2004 occupying 6 CDs, and Doom 3 occupying 3 (and being faster when it's data is decompressed, though most of it is binary) you do not want a file format that is going to drasitcally increase the space requirements.

    Notice that there are good open formats that are binary, and for good reason, like PNG and OGG. With good documentation and standardization, they are easy to deal with in a program, yet they occupy little space in disk or memory and parse quickly. Try and reimplement a graphics format like OGG in XML and see what you get. It'll either be huge, or well compressed, necessitating a decompression step.

    It's a nice thought that all file be human readable, but it's just not realistic for deceant performance. After all, why not take it a step further, have all program work from source, have the comptuer interpret them on the fly. Well, there's a good reason that's not done for many programs. Even Java compiles to a bytecode, and doesn't run straight from source.

    What is easy to use for a human is not the same as what is easy to use for a computer.

    1. Re:The issue isn't the zipped size by Mithrandir · · Score: 1

      The issue is the decompressed size. Fact is, you are going to have to decompress the data before you can parse it. Something like X3D is going to be HUGE compared to a binary 3D format.

      Do you understand what you just wrote here? Compressed data is compressed data. Once you get it to the application level, it becomes uncompressed, regardless of the original format. 20K vertices is 20K vertices regardless of what file format it started life in. When you pass that to the video card, you still have an array of 20K times 3 floats. The whole point of compressed or not is just for transmission and parsing speed, not parsing size. Either way, you're going to end up with the same amount of in-application memory being used by the data.

      Text-based formats are no different to binary. You can still stick them in a content chain and have it all work. The one advantage that being XML based is, is that you can make use of the rest of the XML toolchain for zero development cost. Got a CML (Chemical Markup Language) file, write one XSLT and suddenly every single CML file can now be visualised in 3D. There is no need to write some custom application to do it. Same thing applies to any other XML-based file format. You get easy, almost free, content-shifting and visualisation capabilities. Something that cannot be said for any binary format out there. That's the entire point of having XML capabilities. If you don't need it, then use the X3D binary format, or the VRML encoding. Flexibility is the key.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    2. Re:The issue isn't the zipped size by Anonymous Coward · · Score: 0

      Don't forget the time needed to parse the XML in the acceptable manner.

    3. Re:The issue isn't the zipped size by Sycraft-fu · · Score: 1

      Graphics cards can't deal with bzipped data. They also can't deal with XML. So, the CPU must decompress the bzip2 data, then parse the XML data to a format the graphics card can deal with.

      This is all well and good for something like CML where you are dealing with very little data. This is not so good for something like UT2004 or Maya where you are dealing with tons of data.

    4. Re:The issue isn't the zipped size by fucksl4shd0t · · Score: 1

      You were making sense until you said:

      Try and reimplement a graphics format like OGG in XML and see what you get.

      Heh. *steps on pedantic box*

      Ogg is just a container, a multi-media container. As far as I know, Ogg is not intended to contain just a pictures, but it could. It is intended to contain music, animation, and a combination of the two. It's most popular use right now is to contain vorbis-encoded sound.

      *steps off pedantic box*

      Here's a real problem for you to solve with your binary only format, ok?

      I want to make a cycle model for ArmageTron Advanced. I want to use Blender, not just because I'm on Linux but also because it's the program I know and love and prefer, and assuming I could get another 3d modeling program and piece it together, I'm still going to have to deal with outputting to .ase format.

      Now, Blender is slated (and may already have) to adopt an xml-based file format. Assuming I can dig up specs on .ase, then I could write a little bit of XSL to do my conversion.

      Now I want to take that same cycle model and throw it up on the web using one of these nice 3d standards that are in discussion. How do I convert it?

      Now I have a friend using some po-dunk little 3d package like 3dsmax and *he* wants to screw with the model. (yeah, I know, there are python scripts available to do it now, but they'll be totally irrelevant at the point where Blender finally has an xml-based file format)

      Do you see where I'm going with this?

      With just a little bit of knowledge of XSL, anyone can open up any XML file, read it, and convert it to the target format they want (they do have to know about the target format, of course). Yeah, that doesn't mean your average bear is going to do much with it, but it does significantly increase the interoperability of a file format and the application that writes that file format.

      XML should be used for everything under the sun for those reasons. In fact, it's not even appropriate for config files, in this case. I'm not actually saying it's not appropriate for config files because there are many reasons to use it besides interoperability.

      And what about performance, anyway? How is having an xml data file going to hurt 3d performance? Just because your app reads the models in xml doesn't mean it's storing the model internally as ASCII data. No matter how binary your file is (heh), you still have to translate the file into memory when you parse it, and that only affects how long it takes to load the file.

      As for rendering a scene? Perhaps you should take a minute to learn about how xml is typically parsed. That would be extremely useful to you, since you almost never read the whole file into memory at once. You read it line by line, complying with the standard that says how to read it top-to-bottom. It's a format that you don't have to pull all into memory at once to understand, you really can understand it one piece at a time.

      When you get right down to it, the whole reason so many people have embraced xml is because performance is no longer an issue, and we're fucking sick of wearing handcuffs dealing with binary files. Binary files are very limiting and very difficult to deal with. What does it take to edit a GIF? Conversely, take an XPM (or is it XBM? I forget). It's just image data stored in ascii format, not really very hard to parse by a human, and very easy to parse by a computer. Granted it's not xml, but there's really no reason you can't make a graphics format in xml, and being able to edit the graphic file that just crashed your X server from a console, recompile, then telinit 5 to test the program you're working on that fucked up with the file is quite an advantage. Not saying you'd actually do it, but having the option to fix the programming problem before fixing the damage your programming problem did to your system is *always* good.

      I could go on, but I think I've made my point. ;)

      --
      Like what I said? You might like my music
    5. Re:The issue isn't the zipped size by iammaxus · · Score: 1

      This may be a non-issue. Take a look at some example files. It's not like every single matrix element is wrapped in a 562.567.... There is a significant overhead because its using ASCII, but it is less than 2x. Parsing ASCII vectors to floats really should be pretty minimal.

    6. Re:The issue isn't the zipped size by dtfinch · · Score: 3, Informative

      While I agree that xml is not well suited for holding massive amounts of data like that, and I might not do it myself, it's not as bad as it looks. A lot of good compression formats can be decompressed faster than they can be read off the disk on modern hardware, as a stream requiring a fixed amount of data. Additionally, many good xml parsers can also work on a stream, reducing memory requirements. And xml compresses very well. So the cost of xml may very often be a fixed amount of ram and little more disk space.

      The advantage is that it's easy to write tools for compressed xml based formats. No binary specs to learn. Just decompress the xml, look at it, and you're ready to go. OpenOffice uses a zip compressed xml format and produces files typically 1/10th the size of Microsoft's binary Office formats. And anyone with an xml parser and a zip (de)compressor can jump into writing tools to read, modify, or create them. And getting into 3D, a lot of people like to make mods, and being able to read and modify the files without any special software will make it a lot easier.

      And nobody expects XML to replace PNG or OGG. They serve totally different purposes. And as compressed as they are, textures and other media tend to dwarf all other data, binary, bloated xml, or otherwise.

    7. Re:The issue isn't the zipped size by Anonymous Coward · · Score: 0

      Not only that, but with XML you pretty much have to parse the entire file to get at the data. Imagine a typical 3D scene with millions of polys and objects. Pffft, it would take so much memory to parse that you would need a 8GB of RAM to load the damn thing.

      XML is stupid.

    8. Re:The issue isn't the zipped size by Anonymous Coward · · Score: 0

      Nope, you are stupid. You don't have to load the whole XML file into memory at once to parse it. All you are doing is demonstrating that you have no clue about XML, so any criticism you make of it should be taken with a pinch of salt.

      In any case, Binary XML will make text vs binary arguments irrelevent.

    9. Re:The issue isn't the zipped size by ttfkam · · Score: 1

      As opposed to binary data which can be passed directly to a data structure...

      Oh wait! You have to deal with endian issues. ...and byte offsets. ...structure padding. ...data validation. ...error correction. And let's not forget that binary data of this type can be compressed as well. The issues with bzip2 also apply to binary as well.

      --

      - I don't need to go outside, my CRT tan'll do me just fine.
    10. Re:The issue isn't the zipped size by ttfkam · · Score: 1

      Yes, because the parsing time for XML would be the greatest factor in a 3D program's running time. Ummm... NOT!

      Unless you want your program to crash on unexpected input, you'd better be checking that binary data format for errors as well as transposing values so that byte padding issues don't crop up when you switch between a PowerPC processor and an Intel-compatible processor.

      Then of course there's the time taken to write a parser for this binary format.

      The "overhead" of XML is not the issue. The fact that XML parsers and validators have already been written and performance tuned is a dominating factor. Text-based (which incidentally is just another binary format if you really want to split hairs) also means platform-agnostic.

      CPU time = cheap and abundant. Programmer time = expensive and scarce.

      --

      - I don't need to go outside, my CRT tan'll do me just fine.
    11. Re:The issue isn't the zipped size by Anonymous Coward · · Score: 0

      OK smartass (college stupid maybe?). You have to load the while "group" as it were. If you have 10 million polys or something, that isn't a trivial amount of processing to be done.

      Raw binary can just read it in plain and it only uses the memory it uses, no processing overhead.

    12. Re:The issue isn't the zipped size by Quintessentially · · Score: 1

      The real advantage to XML is that it provides a machine readable format to write data specifications (schemas).
      Then you don't require a programmer to read and understand the specs and write the reader/writer/converter; you only have to provide the schema. Remember, specific uses of XML create a domain specific language, a subset of the domain.

      Think of XML kind of like BNF; a language to unambigously specify other data/languages.

    13. Re:The issue isn't the zipped size by Tim+Browse · · Score: 1

      NB. I deal with this stuff for a living (in the context of video games), so apologies if some of it seems to hit a nerve with me :)

      Taking some of these points in turn:

      Now, Blender is slated (and may already have) to adopt an xml-based file format. Assuming I can dig up specs on .ase, then I could write a little bit of XSL to do my conversion.

      Yeah, good luck with that. I hope Blender and .ase files share the same co-ordinate bases, otherwise you're going to have to transform the co-ords, texture mapping, etc using XSL. Also, I hope the two support the same feature set in exactly the same way, and all the values share the same ranges for materials/texture channels, or it's going to be hard, too. I hope they model/represent the model origins, pivot points, bones, vertex weightings and transforms in the same way too, and so on.

      The solution to these problems (i.e. the ones you're trying to solve) is to define an interchange format that the modelling packages agree on. Whether it's binary or XML is irrelevant, really.

      And what about performance, anyway? How is having an xml data file going to hurt 3d performance? Just because your app reads the models in xml doesn't mean it's storing the model internally as ASCII data. No matter how binary your file is (heh), you still have to translate the file into memory when you parse it, and that only affects how long it takes to load the file.

      It's a pain because firstly, some people do like files to load quickly, but mainly because in a production environment where you're batch processing hundreds or thousands of assets, having to wait for the 3D XML data to get loaded in is a real pain. Trust me on that one.

      But also, consider this: if a decent binary file format standard was around, that was efficient and feature-rich, we could use that to store our game models/3D data in, instead of making up our own custom formats. Our data could be the same as, or very similar to, the core assets that are worked on. With XML, and its speed of parsing/memory requirements, that's never going to be an option. The binary format will always be chosen. Bear in mind that we load the entire file into RAM, fix up a few offsets into pointers, and we're done. Also bear in mind that we have to load most of this data from a slow optical drive.

      I've also encountered problems with storing floating point data in XML files, because it's really hard to do regression testing. E.g. I re-write some processing code, load in an old file, and output it again to check I haven't screwed anything up, and a textual diff shows loads of differences because of rounding errors, etc when loading/saving floating point data from/to an XML file. The errors aren't particularly significant, but it means that instead of a clear "Yes, that worked" result, I get a million minor differences I have to check by hand. Yes, I could store floating point in some custom format to get around this, but as most of the data is floating point, it kinds of begs the question, why not just use a binary format. If a binary format is documented and reasonably designed, it's not that hard to read/write. The IEEE floating point representation is as good a way of any of storing floating point numbers for these purposes, so it's not like you'd have to invent something new. Sure, some floating point processors don't follow strict IEEE behaviour (e.g. PS2), but in terms of number representation they follow the standard as far as I know (willing to be corrected).

      As for rendering a scene? Perhaps you should take a minute to learn about how xml is typically parsed. That would be extremely useful to you, since you almost never read the whole file into memory at once. You read it line by line, complying with the standard that says how to read it top-to-bottom. It's a format that you don't have to pull all into memory at once to

    14. Re:The issue isn't the zipped size by fucksl4shd0t · · Score: 1

      Heh, we're not likely to see eye to eye on the whole, but for this part:

      Footnote: I also have a knee-jerk reaction when anyone says 'performance isn't a problem'. That's the sort of thinking that means iTunes runs like a total dog on my 800MHz PC.

      Same problem here. ;)

      --
      Like what I said? You might like my music
  42. Big Corporate "Standards" by hymiedots · · Score: 1
    Tweak Films does not have a stranglehold on CG. I fail to see how the GTO format and associated code could not be continued by any number of other people if they so choose. But to reiterate: GTO is not being offered as a universal standard -- if it became one for whatever reason the authors would certainly be bewildered.

    FYI, Microsoft has "collaborated" on an even broader project in the past called Fahrenheit. That is an interesting piece of CG history which people may want to remember when buying in to projects like this.

    And finally, I cannot for the life of me understand why anyone would want to exchange 3D geometric and animation data over a network using XML -- especially in a human readable form. That's simply masocistic. Even moderately sized data of that type becomes unwieldy in that form. If there was ever a less appropriate use of XML I can't think of it.

    1. Re:Big Corporate "Standards" by pyrrhonist · · Score: 1
      Tweak Films does not have a stranglehold on CG.

      Maybe not, but you most certainly do on your file format. You don't need to release any new code, and you can change the format any time you want.

      I fail to see how the GTO format and associated code could not be continued by any number of other people if they so choose.

      Oh, they certainly could. However, if the code is incompatible with new products, and the new format is unknown, this causes a problem for end users.

      And finally, I cannot for the life of me understand why anyone would want to exchange 3D geometric and animation data over a network using XML -- especially in a human readable form.

      Amen. They justify it this way. Apparently they are working on a binary format.

      If there was ever a less appropriate use of XML I can't think of it.

      XML excels at being used inappropriately.

      --
      Show me on the doll where his noodly appendage touched you.
  43. Re:Storing 3D vector data in a text file is braind by SnprBoB86 · · Score: 1

    Human readability is overrated. Microsoft Word documents are far from human readable without a viewer, but no one has complained about that. Documents are "human readable" if there is a good viewer that readers have access to.

    "Squirting a complex X3D file at a device will only take a fraction of a second with _todays_ speeds"

    I highly doubt anyone plans to leave the 3d data in the X3D format within a 3d engine or when sending it to the graphics card. All of the data will be loaded into tightly packed and optimized buffers stored in video memory. Remember, real time 3d applications are concerned with fractions of seconds.

    --
    http://brandonbloom.name
  44. Re:Storing 3D vector data in a text file is braind by Mithrandir · · Score: 1

    Those pages are rather old and do not represent the final format. There is two proposals right now and a vote to be taken on selecting the one to go forward in mid October. One of them is based on using the XML schema to automatically generate a compression scheme (which also happens to be one of the submissions to the W3C Binary XML WG) and the other is a custom X3D-only implementation, but is fairly standard in it's treatment of binary data. You should see more info on these surfacing in a couple of months, so ignore those pages for now.

    --
    Life is complete only for brief intervals in between toys or projects -- John Dalton
  45. Re:Storing 3D vector data in a text file is braind by Anonymous Coward · · Score: 0
    Real men use
    $ vi a.out
  46. Re:Storing 3D vector data in a text file is braind by jericho4.0 · · Score: 1
    I (and half of /.) complain about MS docs all the time....I understand that for users, doc files are fine, since they can read them with the default word proccesser on their windows box. No problem.

    But what if I need to write an app to search and index thousands of docs? What if I need to exportion the docs to HTML/TeX/SGML or Pig Latin? Call MS and pay $$. Not a solution. I realize that there are open solutions to this paticular problem now, but they only exist after a lot of reverse engineering. I'm betting that your handy-dandy MS doc file viewer is MS Word, though.

    In fact, I can't understand users who don't see this as a problem. Why the #$@@#! should we accept closed formats when better open ones exist?

    Re X3D, of course the X3D data gets converted to cg and shaders before being sent to the card, that's what an X3D viewer does. My point was that one can put a description of a very complex scene into X3D into a pretty small space, and that even a big gain in compression means a lot less now than it did a few years ago. Trading space for portability and readability is well worth it.

    --
    "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  47. Ah yes by HBI · · Score: 1

    I'm going to accept advice on the future from someone who can't tell the difference between your and you're.

    Right.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:Ah yes by Anonymous Coward · · Score: 0

      your loss.....he's right.

  48. Actually... by Anonymous Coward · · Score: 0

    Actually it's a contradiction in terms.

    I mean, Real and "Open"? I don't think so.

    (for all you Helix fans, I'm talking about the binary codecs)

  49. It's called PI by Anonymous Coward · · Score: 1, Funny

    Quarter turn = 90 degrees = PI / 2 radians

  50. Re:Storing 3D vector data in a text file is braind by Anonymous Coward · · Score: 0
    But what if I need to write an app to search and index thousands of docs? What if I need to exportion the docs to HTML/TeX/SGML or Pig Latin? Call MS and pay $$.

    Or learn a little VBA/VBScript and save $$.

  51. Système International d'Unités by DragonHawk · · Score: 2, Insightful

    Who in the world decided that radians were more intuitive to work with than degrees?

    Well, given that radians are based on the actual mathamatics of angles (i.e., one radian is a "straight angle"), I guess God did. Or whatever deity you believe in. Athiests will have to blame it on random chance, and I'm not sure about agnostics.

    Seriously, degrees (and minutes and seconds) are just like other "traditional" units of measure (like yards and feet and inches), in that some humans in the past cooked them up based on something pretty arbitrary. Working with them is a pain. The SI units make much more sense.

    Only people who grew up with non-SI units prefer non-SI units. That's why I sometimes use inches rather then centimeters, and still think of temperatures in Fahrenheit and not Celsius. It's not that the non-SI units are "more intuitive"; they're simply what I'm used to.

    Obviously, you're used to degrees. I am too. However, you and I and everyone else here at Slashdot today will not be around forever. As the time passes, more and more people will grow up on SI. Better that this standard use units based on something relevant to the subject, rather then the arbitrary decisions of old.

    --

    dragonhawk@iname.microsoft.com
    I do not like Microsoft. Remove them from my email address.
  52. You might be a Luddite if ... (contrary edition) by ClosedSource · · Score: 1

    You insist that every computer language you use has a C-like syntax.

    You insist that every document or format be readable in a simple text editor.

    You prefer piping between primitive programs over using a more powerful integrated one.

    You always use the same tools because you can't memorize any more CLI commands and you consider menus to be unmanly.

  53. ?What trick? overwhelming monopoly position by Anonymous Coward · · Score: 0

    Nothing to do with standard breaking(standard breaking just slows down the fight back). All to do with packaging. Now linux ships with Mozilla not IE so in 5 to 10 years time we could be looking at a market turned up side down. With Microsoft with 5% and linux with 95% Then the browser share would shift accordingly. Basicly what is the most dominate will be the ditactor. Microsoft bigest problem taking on linux in the server world ie Linux/FreeBSD sets the standards not them breaking the standard just makes there stuff work badly Ie one of the resons why windows 2003 is so slow when sending web pages on line.

    The linux roll out is comming and really fast market problems only way linux market on servers can grow now is to takeout the desktops.

  54. Re:Storing 3D vector data in a text file is braind by Richard+Dick+Head · · Score: 0

    Obviously. I am a giant walking vagina compared to you. ::NOT WORTHY::

  55. They did it wrong, again! by vrmlguy · · Score: 1
    My name is on the original VRML specs. Yes, really. One thing that I argued for, and lost, was how the VRML version of fraction_changed was going to work. X3D does it the same damn way VRML wound up doing it.
    fraction_changed events output a floating point value in the closed interval [0, 1]. At startTime the value of fraction_changed is 0. After startTime, the value of fraction_changed in any cycle will progress through the range (0.0, 1.0]. At startTime + N × cycleInterval, for N = 1, 2, ..., (i.e., at the end of every cycle), the value of fraction_changed is 1.
    I argued that the value should only be 1 when the cycle was stopped. Everyone, I mean everyone, agreed that my arguments made perfect sense and should be adopted, but the powers that be said that it was too late to change things. A week or two later, the powers that be decided to make a massive change that broke compatibility with just about everything that had been done to date, and I quit contributing.

    It's great to see VRML is back, but that one little episode still grates me.

    --
    Nothing for 6-digit uids?
    1. Re:They did it wrong, again! by Anonymous Coward · · Score: 0

      > It's great to see VRML is back, but that one little episode still grates me

      And this comes from a guy with a link to his web page that is defunct and taken over by someone who wants to load you computer with spyware to the gills. Nice.

    2. Re:They did it wrong, again! by vrmlguy · · Score: 1

      > And this comes from a guy with a link to his web page that is defunct and taken over by someone who wants to load you computer with spyware to the gills. Nice. OK, I fixed the link. Sort-a.

      --
      Nothing for 6-digit uids?
  56. Re:Storing 3D vector data in a text file is braind by vrmlguy · · Score: 1

    As I recall, VRML had an semi-optional binary format that basicly converted the syntax into binary tokens. Very compact.

    --
    Nothing for 6-digit uids?
  57. Re:Storing 3D vector data in a text file is braind by jericho4.0 · · Score: 1

    Then why can't I view flash on my Debian powerbook? Anyway, providing audio and moving pictures to a browser isn't what XML is for.

    --
    "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
  58. Re:You might be a Luddite if ... (contrary edition by Anonymous Coward · · Score: 0

    Not too argue too much with your points, but I fail to see this one...

    You might be a luddite if...You insist that every document or format be readable in a simple text editor.

    Since XML is supposed to be the new thing, and since people want to get away from binary data, how would i then be a luddite, since in this case, i would actually WANT change?

  59. Crazy by shplorb · · Score: 4, Informative

    There'll never be a universal standard for 3D because it's so application-specific. Some applications work with polygons and some work with parametric objects. It's the reason why only 3ds max can read .max files - objects and modifiers are represented parametrically, and only the plugins that generated them know how to create them.

    Then of course, the rendering applications like to have their own formatting of data for speed and efficiency issues. A DirectX game will have data stored in an optimal format that's different from say how a PS2 game will.

    Using XML is ridiculous, it's a terrible waste of space and introduces a large processing overhead before the data is ready for rendering. There's a reason games often store 3D data in the format the platform directly processes - so it can be read off disk and immediately blasted to the screen.

    1. Re:Crazy by La+Gris · · Score: 2, Insightful

      An open XML format like X3D is not for usual storage or keeping internal 3D data.

      This is to enable a standard and easy to parse interchange and long term archive format for 3D data.

      Implementation specific 3D data may still be of any internal format suited for any specific application and hardware.

      Plugin specific and parametric 3D data can easyly be later integrated in the X3D document by using namespaces. That makes much sense that way.

      Think of XML as an alienX<--->alienZ protocol where aliens may be computer programs, humans, or whatever outerspace yet to be known data processing enabled entity.

      When I read and edit an xml document. Do you realy belive it is stored and computed in XML in my brain internals ? (who knows ? ;)

      --
      Léa Gris
    2. Re:Crazy by Anonymous Coward · · Score: 0

      The reason why 3ds max can only read .max files is because it's an undocumented crufty file format that's heavily application specific. I mean, they literally stick bytecode in it that 3ds max executes while loading it.

    3. Re:Crazy by shplorb · · Score: 1

      But the whole point of the format was so that they could make web-games or whatever. Clearly, they were and still are barking up the wrong tree.

      The point is, a universal format is a stupid idea because graphics is a constantly evolving, application specific field.

    4. Re:Crazy by La+Gris · · Score: 1

      Just think of current 3D data stored for years. X3D like any properly designed XML will remain understandable and usable for ages even if the applications designed to use it decayed a long time ago.

      Even if you dont have the specs you can guess the organisation and signification of the data in an XML document. It is much harder to decode and guess a binary document afterward when specifications and implementations are lost.

      By the way, if X3D was expected to hire 3D data for games, I feel clueless on the expected gain this choice should bring.

      --
      Léa Gris
  60. Re:You might be a Luddite if ... (contrary edition by karmajudgment · · Score: 1

    Was this thread penned by a long-time MacOS 9 user?

  61. No, you've missed the point by Sycraft-fu · · Score: 1

    You people that get all giddy about the ease of XML miss the problems of space and speed. XML data may be all nice and human readable but that doesn't matter. It's not machine readable and it's huge. As a really simple example: If I want to represent a colour in binary, I do it with 3 bytes, one for red, green and blue. That covers all teh values of a 24-bit space, which is what is commonly used. In XML I need up to 8 bytes to represent the same colour data, since it's all text. Also, given the control characters, and the fact that I probably do it as three numbers delimited by commas.

    Now this alone is bad enough, a dramatic increase in the memory needed to hold all this data, but even worse is that it all has to be parsed. Graphics cards do not speak XML. OpenGL and DirectX do not use XML. So, one can either store the data in a binary format that can be fed directly to the OGL/DX layer, or one can do an additonal parse of XML data, then feed the result to the graphics card.

    The problem is you are thinking only of the human end, as though computers were infinetly powerful and simply do what we want with no delay. Well that's not the real world. In reality the computer is the limiting factor, and you need to figure out how to squeeze as much out of it as you can. That very often means doing things in a way that suits it, not you.

    Human readable structures are fine for some things, but for 3d models and textures they are not. Go ahead, develop an XML texture format and put it up against DDS or JPEG, see how your sizes compare. You will be talking probably an order of magnitude larger. Maybe you think that's no big deal, well, what about for something like UT2004 that has 2.8GB of textures? Would it be no big deal to make that 28GB?

    Look, when computers can do any task with ease, and have a near infinite amount of storage, then I'd love to hear the argument for going to all human readable files, at the expense of speed and memory. However, for now, we have to deal with the fact that we want computers to be faster than they are. To make them work as fast as possible, we have to present them with data in a format they want and use the space available efficently.

    So, Mr. Pedantic, try it. Show my an XML sound format that can compete with Vorbis (since you want to whine about it) in terms of size and decoder performance.

    1. Re:No, you've missed the point by fucksl4shd0t · · Score: 1

      If I want to represent a colour in binary, I do it with 3 bytes, one for red, green and blue.

      ...and you have to write a custom tool for every platform to deal with it.

      This conversation is tired already. You've totally forgotten that computers are supposed to help humans, not vice versa. The computer works for you, so put it to work.

      Graphics cards do not speak XML.

      You're right, graphics cards are plagued with proprietary languages. So binary is definitely a better solution, I guess.

      The file format doesn't matter that much because in practice you will *never* be copying the file directly into memory. Not only is that bad, but it's not practical. You *always* have to take a step to translate the file data into whatever form your graphics card will understand, whether it's OpenGL, or NVidia's latest vid-card psychobabble. That is, if you need your file to be read on any processor platform + vid card combination, and in any app that wants to read it. Binary formats fall down every time compared to plaintext when you need lots of different platforms to be able to understand it.

      That's the point. They're not after speed and efficiency in a file format, they're after clarity, ease of implementation of apps that use the file format, and a whole slew of other things that have *nothing* to do with performance. If performance were the only qualification, then great! Binary all the way. But there's a reason more and more data files are going xml, and I"ll give you a hint: our computers are plenty fast enough to deal with it.

      Size isn't the issue either, since you're talking about something that gets transmitted over the internet, as needed. If you're talking about distributing a fancy game, then you don't have to worry about it. Pick the format that works best for your game. Since you'll have this nice standard file format to use if you choose, you can *gasp* write some XSL to convert from that format to your own, and now your players can extend your game with any program they want! And how much space is that XSL going to take up on your 6 CD game distribution?

      A short-sighted view places binary as the best and only file format worth using, but when you have to consider what works best in the long run, binary file formats have proven not to be the way to go. Hell, even POVray uses a text file for its input. In fact, all the renderers with which I'm familiar use text files for their input.

      --
      Like what I said? You might like my music
    2. Re:No, you've missed the point by BobTheAtheist · · Score: 1

      PNG files can be opened fine on different architectures. Endian differences are trivial to handle, and when do you edit 3d objects or textures by hand? It's graphics, so use a graphics program to edit the file. You can still use an open file format, but text is pointless. Editing an object with 1 million triangles by hand is not the most fun.

      --
      -- You're too stupid to be an atheist.
    3. Re:No, you've missed the point by fucksl4shd0t · · Score: 1

      Realistically, you don't actually put 1 million triangles in an object, your renderer does that for you. Take a look at POVRay sometime and see what kind of input it takes. It's a well-reputed rendering engine, and will give you an idea of what 3d data really is, and why text is a perfectly fine way to handle it, and even preferable, especially when cross-platform is one of your goals.

      And, oh yeah, the reason PNG files can be opened fine on different architectures has to do more with the fact that there are dozens of PNG-reading and writing implementations and less with the nature of the format. 2d graphic file formats are nothing at all like 3d graphic file formats, there's no relationship. They're as different as mbox and your toilet. Really.

      --
      Like what I said? You might like my music
    4. Re:No, you've missed the point by BobTheAtheist · · Score: 1

      I've used povray, but it isn't exactly a method generally used when modelling objects, unles you are modelling spheres... Of course 2d formats are different to 3d formats but the point is 1 million triangles is reality. Of course in games this is cut down to a few thousand (using our friend mr bump map), but if you want one format you need to cope with millions.

      --
      -- You're too stupid to be an atheist.
    5. Re:No, you've missed the point by ttfkam · · Score: 1

      On the contrary, a 24-bit space is usually represented in six bytes of text, not eight. Take a look at HTML. It's in hex values. (eg. FF0000, FFFFFF and 0000FF)

      So that's still twice as big, right? So on disk, just use a compressor like XMill or XGrind (or just plain gzip or bzip2). Those can shrink those nasty XML files down to size nicely.

      As for the parsing argument, are you really planning on loading a raw byte array into memory and expect it to be usable? Aren't you going to error check it? If so, that means the big, bad parsing step. Which operating system are you using? Which video card? What's the underlying CPU? Is it big endian or little? Will the byte offsets be correct? Will this binary format allow text strings? Will those text strings be ASCII or Unicode?

      These are all issues with binary formats that are largely non-issues with XML. As for your textures strawman, just because your textures are in a binary format doesn't mean the overall description file has to be. Think of HTML. Text based but you can link to and reference binary data (images, video, and audio).

      And for the record, Ogg metadata can be specified in XML.

      --

      - I don't need to go outside, my CRT tan'll do me just fine.
  62. Re:Storing 3D vector data in a text file is braind by EnglishTim · · Score: 1
    Maybe that is why VRML and X3D were not successful.

    I think it's a bit early to be calling X3D unsuccessful.

    Storing binary data like 3D vector data and texture data in a text file and then compressing the text file to get acceptable file sizes is just plain stupid.

    I would agree that in general you'd want to stick to binary formats for textures, largely because there's a lot of very-well supported image formats out there already, and vast numbers of programs and libraries that will read them. Also, the type of data stored in images tends to be fairly flat and simple - just a large grid of colour values.

    However, I don't think it's neccesary for most other things.

    Text formats give you several huge advantages:
    • Easy to fix by hand. If something's wrong, it's a lot easier to go through and see what it is
    • Easy to write. Text files are very easy for anybody to write up using a quick script. No need to worry about endianness, for instance.
    • Easier to munge. If you need to swap some parts around in the file, you can just write something to do it easily in perl or python. You can even search/replace in your favourtite text editor.
    • Using a binary file for these things seems like premature optimisation to me. If you really need that small file size, just compress the file! The tools are fast and readily available. I see no reason to hobble yourself with a binary format any earlier than neccesary.


    I work in the Visual Effects industry, and almost all our render and geometry data is stored in text files. We find this to be incredibly useful because you often need to write scripts that will chop and change the data, which is very easy with text files.
  63. Re:Storing 3D vector data in a text file is braind by Baki · · Score: 1

    and i can always edit any specified binary format with a hex editor.

    b.w.t. there are enough hex editors available that allow for comfortable editing of ieee std. numbers etc. without having to know the bit patterns.

    another approach would be to use have some import/export tool that transforms the real (efficient) format into some text format (possibly xml) to allow for easier exchange an manipulation. that would be to use xml as it was really intended: to exchange data, not to use it internally in the core of systems.

  64. Re:MP3 an Open Standard? I tthink not by WWWWolf · · Score: 2, Insightful

    MP3 is open "The Open Group" way. Think of early Unix advertising before the free Unix-likes got popular. =)

    "Open" in Ancient Computer Marketing Vocabulary means roughly "if you have a little bit of money to cover our expenses and the holiday trips for our executives, you can get a specification from us - and if you pay even more, you can actually use the thing for making money."

    Yes, it was "open" - because you had a chance of getting the specification and license somehow.

    "Closed" was defined as "oh, damn, I don't think we have specs for this thing for sale, even looking at the format makes my head ache", or "Don't even ask about the spec, and we'll sue if you reverse-engineer this thing."

    The meanings have fluctuated a bit, especially regarding "open" - you see, back in the day, people thought that stuff that was merely a bit open was "open". Nowadays, there's open... and then there's Open. =)

  65. Re:Well certianly not in this case by Anonymous Coward · · Score: 0

    This is actually rather clever; putting up so many links that the gonzos won't find and burn the real link. Pity about the first 5 links though...

  66. Cool! by sharkey · · Score: 1

    Real Open St...buffering...



    Talk about a poor title.

    --

    --
    "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
  67. gzipped XML highly efficient for graphics storage by wombatmobile · · Score: 2, Interesting

    2D graphics data expressed as XML can be highly efficiently gzipped.

    You can see from these examples of Scalable Vector Graphics (SVG). The same documents in any other available 2D format are generally larger.

    And yet, when ungzipped, these SVG files are verbose XML text. You can see that by right-clicking when you view any of those examples with Adobe viewer and selecting View Source.

    SVG is a good example of how XML can be implemented efficiently over the wire (gzipped into efficient filesize) and yet accessed by the programmer at either end with no more than a text editor.

  68. Re:You might be a Luddite if ... (contrary edition by ClosedSource · · Score: 1

    XML is relatively new, but my point was that people want to stick with their old way of editing, i.e. with a text editor. A binary standard would require them to use a new tool.

    What's odd to me about many programmers is that they are perfectly willing to adopt a system that requires special tools for viewing, but they don't want special tools for creating (e.g. using a browser to view web content is OK, but it's a good thing HTML is in ASCII so you can edit it with a text editor.)

  69. Re:You might be a Luddite if ... (contrary edition by ClosedSource · · Score: 1

    No. I don't even know enough about MacOS 9 to get the point (or the joke, if there was one). What's the connection?

  70. Re:Storing 3D vector data in a text file is braind by RWerp · · Score: 1

    another approach would be to use have some import/export tool that transforms the real (efficient) format into some text format (possibly xml) to allow for easier exchange an manipulation. that would be to use xml as it was really intended: to exchange data, not to use it internally in the core of systems.

    This is not different from editing the binary file with a specialized program. Being able to edit the text file means being able to do small corrections without regenerating the file (important when the latter is impossible/takes too much time), or when the program you use to create the file doesn't work the way you indent.

    --
    "Long run is a misleading guide to current affairs. In the long run we are all dead." (John Maynard Keynes)
  71. Radians by MarkusQ · · Score: 1

    Well, given that radians are based on the actual mathamatics of angles (i.e., one radian is a "straight angle"), I guess God did. Or whatever deity you believe in. Athiests will have to blame it on random chance, and I'm not sure about agnostics.

    Huh? Pi radians is a straight angle. One radian is a little over 60 degrees, hardle a straight angle.

    While I agree that radians are related to a natural property of circles (specifically, the length of a one radian arc is equal to the radius of the arc), it isn't what you claimed.

    -- MarkusQ

  72. Re:Storing 3D vector data in a text file is braind by AJWM · · Score: 1

    Binary storage for [...] data makes a lot more sense since it is more compact and easier to parse, and there are also standards such as the IEEE float and double standard.

    Of course. That's why widely used and well-established for the past 20 years data transfer standards like PostScript use binary.

    Oh, wait...

    --
    -- Alastair
  73. Re:Storing 3D vector data in a text file is braind by chez69 · · Score: 1

    you still need word, so you still pay $$

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    PHP is the solution of choice for relaying mysql errors to web users.
  74. Oops by DragonHawk · · Score: 1

    "Pi radians is a straight angle."

    Oops. Yah. You're right. That was from memory and I'm not a math guy. My bad. Thanks for the correction.

    --

    dragonhawk@iname.microsoft.com
    I do not like Microsoft. Remove them from my email address.
  75. Mono? by kaffiene · · Score: 1

    "I mean, a royalty-bearing, pseudo-open universal 3D format from Intel and Microsoft? Sorry, guys. That trick doesn't work anymore ;)"

    Wait - you guys can see this is a scam when it's ECMA accreditation of U3D, but can't see it's a scam with ECMA accreditation of .NET?

  76. Open as MP3 by Anonymous Coward · · Score: 0

    Last time, I checked MP3 wasn't open. There is some company that owns the patent. We just all decided to ignore it and they never really bothered to ask for royalties.

  77. Re:Storing 3D vector data in a text file is braind by Sri+Lumpa · · Score: 1


    No, we use

    $ ed /dev/hda

    --
    "The obvious mathematical breakthrough would be development of an easy way to factor large prime numbers." Bill Gates,