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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 ;)"

33 of 174 comments (clear)

  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.

  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 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.

    3. 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.

    4. 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.

  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.

  7. 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 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
  8. 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 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.

      --
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  9. 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.

  10. 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)
  11. 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.
  12. 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.

  13. 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 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
    2. 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

  14. 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

  15. 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?

  16. 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
  17. 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 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.

  18. 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.
  19. 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
  20. 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. =)

  21. 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.