Web3D 2006 Symposium

April 18-21, 2006 Columbia, Maryland, USA

Latest News

  • Tutorial slides available from the program page
  • Symposium program available
  • Invitation to submit short papers (deadline: December 18, 2005)
  • Deadline for regular paper submission extended to December 18
  • Web3DArt to be held at Web3D 2006.
 

Important Deadlines

  • Short/Regular Paper submission: December 18, 2005
  • Tutorial proposals: December 4, 2005

Preliminary Program


  Tuesday, April 18 Wednesday, April 19
9 - 10:30 Tutorial 1: X3D Language Features Tutorial 5: Med X3D
Morning Break
11 - 12:30 Tutorial 2: X3D content design Keynote Session
Lunch
14 - 15:30 Tutorial 3: H-Anim Paper Session 1: Mobile Devices
Afternoon Break
16 - 17:30 Tutorial 4: Geospatial Web3D Panel: Web3D in Archeaology
(simulcast w/ NDSU)
Evening   Reception Banquet


  Thursday, April 20 Friday, April 21
9 - 10:30 Paper Session 2: Visualization and Streaming Paper Session 5: Modeling and Rendering
Paper Session 6: Applications
(until 10:45)
Morning Break
11 - 12:30 Paper Session 3: Integration and Interoperation (starts 11:45) BOFs / WG meetings
Lunch
14 - 15:30 Paper Session 4: Modeling and Rendering  
Afternoon Break  
16 - 17:30 BOFs / WG meetings  
Evening Web3D Showcase  

Keynote Speech

Web3D Past, Present and Future: X3D Earth keynote slides

Don Brutzman, NavalPostgraduate School, Monterey California USA

Extensible 3D (X3D) Graphics has steadily progressed since work first began a decade ago. The Web3D Consortium is the public-private partnership of industry, agencies, universities and individuals that has "kept the flame alive" and made X3D what is today. Thanks to steady innovation by Web3D members, new X3D features continue to evolve and grow into great capabilities. Implementation, evaluation and then formal review by the International Standards Organization (ISO) have made X3D an approved standard for real-world use, both on and off the Web. Further collaboration with the World Wide Web Consortium (W3C) has made X3D a "first-class citizen" on the Web, providing excellent (and growing) interoperability with other XML standards.

Experience has shown that each accomplishment leads to important new challenges. The past and present of X3D are prelude to our next steps. In partnership with other contributing Web3D members, the NPS team proposes to use the Web architecture, XML languages and open protocols to build a standards-based X3D Earth usable by governments, industry, academia and the general public. The hardest parts of the technical infrastructure are already proven possible. Web3D Consortium members have the capabilities, resources and staying power to undertake this major new Web initiative. Prerequisites, partnerships, payoffs and next steps for Web3D will be discussed in detail.

Technical Sessions

Paper Session 1 - Mobile Devices

  1. m-LOMA - a Mobile 3D City Map
    Antti Nurminen
    (Full paper)
  2. Rendering of X3D Content on Mobile Devices with OpenGL ES
    Daniele Nadalutti, Luca Chittaro, Fabio Buttussi
    (Full paper)
  3. Using Expressive Rendering for Remote Visualization of Large City Models
    Jean-Charles Quillet, Gwenola Thomas, Xavier Granier, Jean-Eudes Marvie
    (Full paper)

Session 2 - Visualization and Streaming

  1. Integrating Web 2D and 3D Technologies for Architectural Visualization: Applications of SVG and X3D/VRML in Environmental Behavior Simulation
    Wei Yan
    (Full paper)
  2. Collaboration by Illustration: Real-Time Visualization in Web3D
    Frank Goetz, Gitta Domik, Bernd Essmann, Thorsten Hampel
    (Full paper)
  3. A Case for 3D Streaming on Peer-to-Peer Networks
    Shun-Yun Hu
    (Full paper)

Session 3 - Integration and Interoperation

  1. An MPEG-7 framework enhancing the reuse of 3D models
    Ioan Marius Bilasco, Jérôme Gensel, Marlène Villanova-Oliver, Hervé Martin
    (Full paper)
  2. Using the Amacont Architecture for Flexible Adaptation of 3D Web Applications
    Raimund Dachselt, Michael Hinz, Stefan Pietschmann
    (Full paper)
  3. Semantic Description of 3D Environments: a Proposal Based on Web Standards
    Fabio Pittarello, Alessandro De Faveri
    (Full paper)

Session 4 - Modeling and Rendering #1

  1. Using Aspect Oriented Methods to Add Behaviour to X3D Documents
    Benjamin Mesing, Carsten Hellmich
    (Full paper)
  2. H-Animator: A Visual Tool for Modeling, Reuse and Sharing of X3D Humanoid Animations
    Fabio Buttussi, Luca Chittaro, Daniele Nadalutti
    (Full paper)
  3. Linear Filters - Animating Objects in a Flexible and Pleasing Way
    Herbert Stocker
    (Full paper)

Session 5 - Modeling and Rendering #2

  1. Function-based Shape Modeling and Visualization in X3D
    Qi Liu, Alexei Sourin
    (Full paper)
  2. SSIML/Components: A Visual Language for the Abstract Specification of 3D Components
    Arnd Vitzthum
    (Full paper)
  3. An Approach to Formal Modeling of User Interactions Based on X3D Content
    Jianghui Ying
    (Short paper)

Session 6 - Applications

  1. Web-based 3D Planning Tool for Radiation Therapy Treatment
    Felix Hamza-Lup, Larry Davis, Omar Zeidan
    (Short paper)
  2. Using VRML to Share Large Volumes of Complex 3D Geoscientific Information via the Web
    David Beard
    (Short paper)

Tutorial 1: X3D Language Features tutorial slides

This tutorial will give a brief overview of the X3D language and roadmap and then examine the latest features from recent specification progress. These include: Advanced texturing, lighting and environmental effects, Shaders, X3D Binary Encoding, Scene Access Interface (SAI), and DIS components. Attendees will learn about the new functionalities of X3D including Amendment 1 and in those in the pipeline for Amendment 2.

Presenters:Alan Hudson, Don Brutzman, Leonard Daly

Alan Hudson has been involved in virtual reality systems for the past 7 years. He is the president and one of the founding members of Yumetech, Inc.: the primary developer of the Xj3D Toolkit and Aviatrix3D. He is the working chair for the source task group at the Web3D Consortium and a frequent participant in 3D standards work. He has been also on the Board of Directors for the Web3D Consortium for three years and is the current President of the Consortium. His previous projects include the development of immersive training environments, an online library publishing and automation system, and software for collaborative manufacturing design. Mr. Alan Hudson has proven ability to lead both development and content teams. He has in-depth knowledge of both the technical and political aspects of 3D graphics, as well as a solid base in computer science and industry experience in many aspects of Internet development.

Don Brutzman is a computer scientist and Associate Professor working in the Modeling Virtual Environments and Simulation (MOVES) Institute and Undersea Warfare Center at the Naval Postgraduate School. His research interests include underwater robotics, real-time 3D computer graphics, artificial intelligence and high-performance networking. He is a member of the Institute of Electrical and Electronic Engineers (IEEE), the Association for Computing Machinery (ACM) Special Interest Group on Graphics (SIGGRAPH) and the American Association for Artificial Intelligence (AAAI). He is a board member of non-profit Sea Lab Monterey Bay, which is designing and building a youth-oriented year-round residential science camp. He is a founding member of the non-profit Web3D Consortium Board of Directors. He organized and led the SIGGRAPH Online 2001 team, designing and developing a huge audio/video/Web/XML information architecture. Currently he cochairs the Extensible 3D (X3D) Working Group for the ISO X3D/VRML Specification, and directs development of the Virtual Reality Transfer Protocol (vrtp) and the Extensible Modeling and Simulation Framework (XMSF).

Tutorial 2: Web3D Content Development: Lessons in Design and Theory tutorial slides

For more than a decade, web3D designers have created a wide spectrum of virtual content. Their creative ideas and innovative concepts have broken the boundaries of digital design. Novel techniques for visualizing and interacting with information can be found the educational simulations; visionary art projects, product demonstrations, playful games and shared virtual communities produced over the years.

This session offers a critical review of the concepts and content that have shaped web3D development. Broad theoretical constructs on the nature of virtual space blend with issues of practical application in a forum that will be both candid and controversial.

Topics in this tutorial include:

  • Media Development, Lessons from Early Filmmaking
  • Two Dimensional vs. Three Dimensional Design
  • The Usability of Interfaces and Environments
  • Game Design and Narrative Impact
  • The Issue of Realism

Examples of works from leading designers will be shown and critiqued to understand what makes good Web3D design. The last 30 minutes will be an open discussion. Audience members are encouraged to bring their own examples of (and philosophies on) the nature of virtual content. The only prerequisite to this session is an open mind.

Presenter:Steve Guynup

One of the most creative and controversial figures in web3D, Steve is 10-year veteran in the field. He has presented virtual works at numerous conferences including SIGGRAPH 1998, 1999, 2000, 2003, 2004 and 2005 and written articles for NetProfessional 3D eZine and the William Blake journal Romantic Circles. As a multimedia professional, Steve developed multimillion-dollar computer based training projects for Fortune 500 companies and designed interactive elements for the Meet Factory's Iceborg game. Currently he is a student at the University of Baltimore. Web3D: A Retrospective of Design and Theory is the subject of his doctoral thesis.

Tutorial 3: Humanoid Animation tutorial slides

The H-Anim spec provides a model for representing humanoid characters in real-time 3D graphics. This representation is based on levels of anatomical articulation that can be used for defining geometry, appearances, and animation. H-Anim has been specified with both X3D and VRML language bindings. This tutorial will give attendees an understanding of how to make characters come alive in interactive 3D spaces. Award-winning authoring tools and applications built with the H-Anim standard will be presented by leaders in the field.

Presenters:Dan Silvergate, Keith Victor, Ed Sims

Dan Silverglate is the Chief Software Developer at Vcom3D, Inc. He earned a Bachelor of Arts Degree in Film Studies from the University of Florida and a Bachelor of Science Degree in Computer Science from the University of Central Florida. He has worked in the Film and Video Production Industry and now develops character animation systems and authoring tools for online education and training. At the University of Central Florida, Mr. Silverglate helped form the Digital Media Program and produced virtual experiences featured in the Electric Garden of SIGGRAPH 97 and the Digital Pavilions of SIGGRAPH 98. At Vcom3D, Mr. Silverglate leads the development of innovative software which took "Best Education" and "Best Overall" honors at the SIGGRAPH 2000 Web3D RoundUP and has been featured on CNN, the History Channel, and the National Science Foundation website. Mr. Silverglate holds a patent for a method for animating 3D computer generated characters and is a major contributor to the Humanoid Animation Specification. He is a member of the Upsilon Pi Epsilon and Phi Beta Kappa Honor Societies.

Keith Victor, Vice President of Engineering joined Media Machines, Inc. in April of 2005 when Media Machines merged with Virtock Technologies, Inc. Keith founded Virtock Technologies in 1999, and released Spazz3D, an easy to use, yet powerful authoring tool for VRML content. In 2001, Eyematic Interfaces, Inc. acquired Spazz3D, and Keith joined their staff where he developed tools for wireless devices. After the demise of Eyematic in 2003, Keith regained ownership of his authoring tool software, which he evolved into Vizx3D, an X3D authoring tool.

Ed Sims is a co-founder of Vcom3D, an Orlando-based company that develops interactive visualizations for Web-based learning. As Chief Technology Officer for the Company, he directs a team of software developers, graphics designers, linguists, and educational technologists, in the development of virtual human applications for education, training, and accessibility. Prior to co-founding Vcom3D, he held positions as Chief Scientist and Technical Director at Lockheed Martin Information Systems Company. Dr. Sims holds a B.S. in Mathematics from the College of William and Mary and the M.S. and Ph.D. degrees in Systems Engineering from Rensselaer Polytechnic Institute. He has been awarded five patents in the area of real-time visual simulation. He is a member of the Association for Computing Machinery (ACM), the American Council on the Teaching of Foreign Languages (ACTFL), the International Society for Technology in Education (ISTE), and the Phi Beta Kappa honorary scholastic society.

Tutorial 4: Creating Geo-Referenced 3D Cities Using COTS Tools tutorial slides whitepaper

Development of geo-referenced 3D terrain and city feature data, until recently, required the use of expensive, proprietary tools. It is now possible to produce accurate, realtime models using Commercial Off-The-Shelf (COTS) software.

Tutorial attendees will be walked through the entire production process, as used regularly in actual projects by the authors. This includes the acquisition of source data, use of the tools themselves, and the final project presentation. Demonstrations of projects created by this method will be shared with the attendees.

The tutorial will:

  • Define the objectives of a sample project
  • Outline the workflow necessary to obtain the objectives
  • Identify and obtain source data for the area of interest
  • Describe the tools required for the process
  • Carefully go through the process step-by-step
  • Present a final project deliverable within a web browser.
  • Demonstrate other projects created by the same method.

For the tutorial, attendees should have a basic understanding of 3D graphics. Some knowledge of geo-referencing would be helpful, but not necessary.

Presenters:David Colleen, Christian Greuel

David Colleen is an architect and 3D artist who began his practice in 1981 working on the design of large buildings. In 1995, he founded Planet 9 Studios, which produced the Internet's first commercial 3D applications and virtual places. As the leading supplier of accurate 3D city data, Planet 9 has produced more than 45 virtual cities, which are licensed by architects, engineers, researchers, film producers, game developers and others interested in using realistic city backdrops in animations and realtime applications. Planet 9 also provides custom 3D modeling, animation, interface design and application development, and has been involved in a variety of projects, working with Activision, CIA, AOL, Discovery Channel, NASA, Microsoft Games, and the US Army.

Christian Greuel is a realtime 3D artist who has been working in the field of visual simulation since 1991. He is the Director of Art and Production at Planet 9 Studios, Inc., where he is manages the development of urban simulation projects. Prior to that, he co-founded Glass House Studios, LLC, as the Director of Art and Design. From 1997-99, he lived in Denmark, serving as the realtime model expert for LEGO, the well-known toy company. Earlier, he spent several years with virtual reality pioneer Fakespace, Inc.

Tutorial 5: Medical X3D

Medical Working members will present the current and future work of the medical working group. This session will present the current status of MedX3D the medical extensions to X3D. The extensions target the interchange and viewing of the DICOM medical scanning format and Volumetric rendering for X3D. Learn the current status, future plans and participate in this exciting activity. The group has completed the initial round of MedX3D node development and are actively engaged in interactions with a number of major funding and medical standards groups.

Presenters:Sandy Ressler, Mike Aratow, Nicholas Polys

Panel: Web3D in Archaeology

This session will be run collaboratively with the Computer Applications and Quantitative Methods in Archaeology conference held at North Dakota State University

This session will begin with an introduction of the RawKee exporter for Maya developed through the Archaeology Technologies Laboratory (ATL) at North Dakota State University (NDSU). Aaron Bergstom Computer Visualization Manager will demonstrate their X3D content development tools and advanced features for archaeological data visualization.

Experts from both communities will participate, providing a unique perspective on the requirements and possibilities for next-generation digital archaeology including for X3D content and tools.

Presenters:Aaron Bergstrom (Others TBA)

Aaron Bergstrom is the Computer Visualization Manager for the Archaeology Technologies Laboratory (ATL) at North Dakota State University (NDSU). Bergstrom has worked with 3D visualization in archaeology since 1999 and has considerable experience with 3D graphics software packages, particularly Polyworks Modeler, Geomagic Studio, and Maya Unlimited. His research and publications have covered a range of topics including Neanderthal hand movement, hominid brain evolution, education through interactive 3D environments, rendered 3D video production, 3D object modeling, Internet-based delivery of databases content (including 3D models), and other issues. Bergstrom is the main author of the 3D model viewing software for the Digital Archive Network for Anthropology and World Heritage and the software package RawKee, the open-source X3D authoring plug-in for Maya Unlimited.