Part 2: X3D
Part 2: X3D
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X3D's major contribution to the Web3D arena is the XML encoding of the 3D scene graph AND the associated Web infrastructure that comes along with XML. Simply encoding VRML in XML is a simple job. Dealing with XML and making sure that ALL of VRML including the PROTO extension mechanism and ROUTEs, scripts, and worrying about efficiency is not simple.

Given a proper definition of the VRML scene graph via XML we get to use the DOM to interface to the nodes, IDL the Interface Definition Language can be used to autogenerate the SAI Scene Authoring Interface to give a validated interface.

Certainly one of the most powerful proofs of the viability of X3D is presented on Don Brutzman's VRML 2.0 Sourcebook X3D translation page. The page contains the entire set of VRML examples in the VRML 2.0 Sourcebook, translated into X3D in an easily browsable format.

I view X3D as an infrastructure play. It's chief contribution will be to create 3D that is a first class data type for the Web. It will never be able to compete with other proprietary 3D technologies, but it doesn't really need to IMHO. It will be fabulous for archival 3D representations and as an interchange format. By fitting in to the Web's infrastructure issues such as interoperability, cross platform compatibility, language independence, accessibility for persons with disabilities are all issues on the table that have activity areas within the W3C.

In addition as a first class data type encoded in a standard manner the content, and let's all please remember that content is king, will have a much better chance of lasting longer then the next rev of the operating system. I look forward to a year of more fits and starts, cool stuff, successes and failures as 3D makes itself more and more a part of the Web. Ultimately true Web3D success will mean it's invisibility, it will be expected and not noticed as it achieves ubiquity.

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