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vrml commercial usage - what do you think?

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James

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Aug 10, 2002, 11:03:41 AM8/10/02
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Alex,

ShopFactory (http://www.3d3.com/) used to offer a 3D store building software
package, but has since been discontinued... I guess from lack of interest &
decreased sales... I have been unable to find anyone selling it online
(even a used copy).

However I did find a site which is still running a 3D store that used the
above software to sell products online. The site's URL is
"http://www.home-store.net/shop1/enter.html". Click the '3D VRML' button at
the top of the left hand window to enter their 3D store... I will warn you
that the store is pretty simple in it's design and the images of the
products did not work. However the basic idea itself is good... When I
looked at their VRML code, it appears the URLs for the product images were
incorrect. (Maybe due to the way the software creates the VRML code?
Honestly I don't remember; it's been such a long time since I looked at
their code.)

There is also a Virtual Museum at
"http://www.fnmt.es/esp/museo/evisita.htm". This was a pretty cool site at
the time; however it appears to have fallen into disrepair; as it no longer
looks correct in all newer VRML plug-ins (including Cortona 4.0).

There is a good VRML (with AI) project that I checked from time to time.
Check out "http://www.robinzone.com/". I have not been there for some time,
but I just verified that the site is still up.

There is also another 3D type of shopping site at
"http://www.3dshopper.net/". It does not use VRML, but it's well worth a
look.

Lastly, there is my own designs for VRML ecommerce. My VRML & ecommerce
services will be offered at "http://www.vrmlstores.com/". This will be a
1-stop ecommerce solution site for 3D shopping & other ecommerce related
services. This includes a very powerful dynamically generated 3D (VRML)
store designer, dynamically generated shopping cart for the 3D interface &
for standard web site shopping cart needs, CRM [customer relations manager],
SRM [sales relations manager], Event Calendar, custom web design & Perl
scripting services, order fulfillment system, hosting services, payment
gateway services, etc... This has taken nearly 3 years to write all this
code from scratch.

The demo site which was going to be released was at
"http://www.3dnovelties.com". I have removed the splash page at the
3DNovelties site and replaced it with a VRMLstores one, but you can access
the old site at "http://www.3dnovelties.com/index2.htm". This site was
still under development when the project ended, so a few things may not
work, but 95%+ of it still works exactly as it was intended.

The VRMLstores site should be opened in the near future as I am just
handling some BS government and legal crap before I can get my merchant
account and open the site to the public.

I can suggest other URLs, but the above are the best & most realistic usages
of VRML for shopping/commercial usage. I hope this helps.

James
tur...@hoflink.com

"Alex Shlega" <in...@legolas.ru> wrote in message
news:aitteq$16evj0$1...@ID-138484.news.dfncis.de...
> Hi,
>
> I am new to vrml and have only basic knowledge of VRML programming.. But
> may be somebody could point me out is there any commercial usage for vrml?
> Is there any market behind this technology? Like for HTML we have web
> design/site creation.. For VRML it probably might be teaching,
> demonstration. Has somebody been involved into such projects? I would
really
> appreciate your opinions..
>
> Thanks
> Alex
>


Alex Shlega

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Aug 11, 2002, 2:49:56 PM8/11/02
to
Hello James,

> of VRML for shopping/commercial usage. I hope this helps.

thanks for these links. I could not see all the features of your site..
Seems like some images are too small on my machine. Is it ok? Or may be it's
a beta-version feature only.. Let me know when the site is up and good luck
with this idea.
http://www.robinzone.com/ is really nice although I am not sure it is a
commersial project.. But it's nice.

Alex


James

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Aug 12, 2002, 12:37:03 AM8/12/02
to
Alex,

Beta test feedback in very important to me and I like to investigate all
reported problems/issues before these services go into active use.

If you don't mind; I would like to know a few things to better address your
statement of things being too small or unseeable...

Exactly what screen resolution are you running? 640x480, 800x600, 1024x768,
etc.
What OS are you running? Win 3.1, Win 95, Win 98, Win 98se, Win ME, Win NT
3.51, Win NT 4.0, Win 2000, Win XP, Mac OS, Linux, etc.
What type of browser do you use & what is the version of that browser? IE,
Netscape, etc.
What VRML plug-in do you use? Cortona, Platinum, Microsoft, Cosmo, etc.
Can you tell me what types of things you could not see or where you could
not see them? I would like to look into this further, if possible.

Without knowing the above info, I really cannot give you an exact answer to
why you could see some things & not others. The only thing I can say, as I
told some of my beta testers, the products in the 3DNovelties.com site (i.e.
figurines on a tables) are set in "Small" or "Tiny" size.

In the 3D store design interface the merchant selects the size of the
product to best match the real-world size of the product. This produces a
more realistic store when all the products are set in the correct
size/scale. The interface offers the ability to set a custom size/scale for
each product & also offers several readily available pre-defined sizes.
These pre-defined sizes are approximate sizing option for most sellable
products. This allows the merchant to create & roll out with a store in
much less time. The merchant may at any time redefine the size of a product
to more clearly show or define the product's physical characteristics.

The pre-defined sizes include:

Tiny,
Tiny-Wide,
Tiny-Tall,
Small,
Small-Wide,
Small-Tall,
Medium,
Medium-Wide,
Medium-Tall,
Large,
Large-Wide,
Large-Tall,
XLarge,
XLarge-Wide,
XLarge-Tall,

The "Small" size was the original default for all products; this was due to
my original demos & beta products consisting of tiny jewelry (rings,
earrings, etc.) and small children's yoyos. The current interface does not
pre-select the product's size and forces the merchant to select the correct
size of their products at the time they add the product to the 3D
environment. This overcomes the issue where merchants would not change the
default size and find things were too small or large in their 3D store.

Lastly the "http://www.robinzone.com/" site is not a commercial site; but
does show how interesting things can be built with VRML & other lesser
utilized technologies (such as Microsoft Agent technology). I believe this
site shows how VRML works with and expands upon our way of doing things
online. I also believe it shows how some technologies can be used together
in some ways people may not have though about. I'm hopeful the new X3D
standard will continue to expand the way we deal with 3D in day-to-day web
design & will continue to add to this already amazing AI project..

James
tur...@hoflink.com
"Alex Shlega" <in...@legolas.ru> wrote in message

news:aj6bfr$198mtl$1...@ID-138484.news.dfncis.de...

Alex Shlega

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Aug 12, 2002, 2:27:38 AM8/12/02
to
James,

I use 1024x768 screen res, Win2000, IE6.0, Cortona plug-in.

> Can you tell me what types of things you could not see or where you could
> not see them? I would like to look into this further, if possible.

Yes, sure.. When I come to the store I see only small boxes(probably about
20x20 pixels each or even smaller). They are placed on the tables(?).
However those boxes are almost all the same so that I can not tell what do
they represent.. Only if I press them the description appears on the right
side.

> In the 3D store design interface the merchant selects the size of the
> product to best match the real-world size of the product. This produces a
> more realistic store when all the products are set in the correct
> size/scale.

What I see is a pretty large store room comparing it to the size of each
particular item. May be that's the reason why the items are not very
detailed if their size is relative to the store room?


> Lastly the "http://www.robinzone.com/" site is not a commercial site; but
> does show how interesting things can be built with VRML & other lesser
> utilized technologies (such as Microsoft Agent technology). I believe
this
> site shows how VRML works with and expands upon our way of doing things
> online. I also believe it shows how some technologies can be used
together
> in some ways people may not have though about. I'm hopeful the new X3D
> standard will continue to expand the way we deal with 3D in day-to-day web
> design & will continue to add to this already amazing AI project..

It looks like in order to make all those 3D features really usable in the
internet it is necessary to make high-speed internet available throughout
the world(I know it's probably a standard statement) However it took me
about 4 minutes to load robinzone. If I had not your recommendation to see
the site I would probably never do it.. Although I really do not regret
spending those 4 minutes:)

Alex

Visites-3d.com

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Aug 12, 2002, 1:44:47 PM8/12/02
to
Hi,
Even I can't show here my buisness work made in VRML, here are some demo
sites that show what VRML can do.
You need BLAXXUN CONTACT 5.1+DirectX7 installed and it's best viewed with a
3D video card such as Geforce.
All the places are multiuser.
http://www.visites-3d.com/multiuser home walktrhough
http://www.loft-3d.com french real tv "BIG BROTHER" loft
http://www.loft-3d.com/donjon french monuments
http://www.loft-3d.com/tragane fantastic midle age place

all those worlds use a lot of new VRML (BLAXXUN's extensions) rendering
features such :

-N.U.R.B.S. for all "rounded" geometry such as WC, bath....

-multitexturing is used for radiosity lighting and, in some worlds for
detailed textures (stones, grass...).
(Since some world (trangane) use 3 texture layer, it require at least a
Geforce II.)

- environment mapping using different TextCoordGen mode : simulate the
reflection and refraction

- particules : loft-3d shower, donjon fire place smoke+fountain, visites-3d
fire place.

- RealVideo : streamed on the visites-3d/loft-3d TV (the loft one use
SureStreaming)

- SharedEvents : the loft-3d use a lot of BLAXXUN's SharedEvent fonction :
doors mouvements are seen by all visitors, when you jump into the swiming
pool it does a big SPLASH that all visitor can hear, when you enter the 2
sleeping rooms, you also enter a private chat = if there are some other
visitors in the garden, they would not hear what you are talking about.

If you have trouble to navigate in all those world you can use the Pgd up
and Pgd down key to simply switch from a viewpoint to an other.

You can run fullscreen by pressing ctrl+enter key.


Have a nice trip ;)

Laurent PRIVAT


"Alex Shlega" <in...@legolas.ru> a ecrit dans le message de news:

Joerg Scheurich aka MUFTI

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Aug 13, 2002, 6:28:15 AM8/13/02
to
> -multitexturing is used for radiosity lighting

Can you tell me, what you call "radiosity lighting" , and how it is
connected to multitexturing ?

"Radiosity rendering" is a lengthly offlinerendering algorithm, not
possible in realtime 3D like in VRML - if you don't use earth simulator 8-)

Of course you can use the result of a few hours of Radiosity rendering
as fake light/fake shadow on textures in VRML, but this is possible
with normal texturing, you do not need multitexturing for it.

so long
MUFTI
--
Every Array object has a length property whose value is always an
integer with positive sign and less than 232.
32
Layout error einer ECMAScript Spezifikation in HTML: 2 -> 232

Cecile Muller

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Aug 13, 2002, 11:18:41 AM8/13/02
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> Can you tell me, what you call "radiosity lighting" , and how it is
> connected to multitexturing ?

I may be wrong but i think he meant that you can pre-render radiosity
then use multitexturing for applying it.


> Of course you can use the result of a few hours of Radiosity rendering
> as fake light/fake shadow on textures in VRML, but this is possible
> with normal texturing, you do not need multitexturing for it.

True, but in that case, you have to apply the radiosity on the texture
itself, so if you have a rather small texture repeated on the objects,
you can't do it anymore, whereas with multi-texturing, the textures
are independants so you can repeat the base texture and have the
shadow map un-repeated(sp?).
Plus you can choose the blend mode of the layers: Bump, Refraction,
Glossiness, Self-Illumination, etc.

Joerg Scheurich aka MUFTI

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Aug 13, 2002, 12:09:28 PM8/13/02
to
>> Of course you can use the result of a few hours of Radiosity rendering
>> as fake light/fake shadow on textures in VRML, but this is possible
>> with normal texturing, you do not need multitexturing for it.

> True, but in that case, you have to apply the radiosity on the texture
> itself, so if you have a rather small texture repeated on the objects,
> you can't do it anymore

"Apply the radiosity on the texture itself" ?
Is "the radiosity" anything other than a texture ?
You can combining two textures into one texture, even if one texture
is repeated. Textures are only bitmaps.

so long
MUFTI
--
Thu Jun 21 09:50:15 2001 [emerg] Error while opening the workers
(Apache Logmessage)

Cecile Muller

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Aug 13, 2002, 5:46:12 PM8/13/02
to
> "Apply the radiosity on the texture itself" ?
> You can combining two textures into one texture, even if one texture
> is repeated. Textures are only bitmaps.

I meant: when you calculate/render the lights, first, you have your
scenes textured (eg. a wall with a bricks bitmap). The light is
another layer and you can choose to merge it with the bricks bitmap in
the same bitmap, or keep it in a separate bitmap and let Contact
handle the merge.

In the first case, if the brick texture was only for one rock with a
TextureTransform 15*5, you have to change your brick texture first for
having 15*5 rocks in the bitmap given the lights are for the whole
wall, not just one rock.

But in the second case, you keep your brick bitmap that shows only one
rock, you use a TextureTransform 15*5 for it, and in another layer,
you put the lights' bitmap with a TextureTransform 1*1 and specify how
to merge (which mode). The good of that is:
- the brick texture is smaller given it's for only one rock
- you change the merge mode directly in the scene instead of changing
in the radiosity program or photoshop then seeing in the scene
- you can change the brick bitmap anytime, or change its
TextureTransform without having to re-calculate the lights
- you can re-use the brick bitmap for another wall which has another
light bitmap

n°6

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Aug 14, 2002, 7:06:30 AM8/14/02
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perfect Cecile ;)
"Cecile Muller" <wild...@usa.net> a écrit dans le message de news:
98add65c.02081...@posting.google.com...

n°6

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Aug 14, 2002, 7:08:22 AM8/14/02
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At least MUFTI did you take a look to the visites-3d screen shoots?

"Joerg Scheurich aka MUFTI" <rusm...@helpdesk.rus.uni-stuttgart.de> a écrit
dans le message de news: ajbavo$l0t$1...@news.uni-stuttgart.de...

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