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VRML Primer and Tutorial

By Daniel K. Schneider and Sylvere Martin-Michiellot
The Virtual Reality Modeling Language (VRML) can been seen as a 3-D visual extension of the WWW. People can navigate through 3-D space and click on objects representing URLs (including other VRML worlds). Often, VRML is pronounced like ``Vermal'', not ``V-R-M-L''.
As Mark Pesce [Pesce, 1995, p. 16] points out, the WWW had two fundamental dimensions: connectivity (the http protocol) and interface (i.e. the rendering of content, especially HTML and embedded URLS). VRML inserts itself seamlessly in the Web's connectivity. VRML browsers can access other VRML files via an URL. They can access any other format that then is passed to another application (e.g. an HTML browser or a HTML window). On the other hand HTML browsers can be configured to fire up VRML helper applications (or plug-ins). HTTP servers, finally, can be configured to tell the client that a VRML (*.wrl) document is transferred.
A short word on its history: The major impulse for VRML can be traced back to a ``birds of the feature sessions'' on ``Virtual Reality Markup Languages'' at the First International Conference on the World-Wide-Web, May 25-27, 1994 at CERN in Geneva. It's conceptual origins are older, e.g. (a) Science Fiction literature (e.g. [Gibson, 1994], [Stephenson, 1992]), (b) Mark Pesce's, P. Kennard's and Toni Parisi's ``Labyrinth'' system ([Pesce et al., 1994]) and proposal for a 3-D navigation and representation scheme and (c) more generally 3-D computer graphics (including VR). Based upon SGI's ``Open Inventor'' format, a almost final draft for VRML 1.0 was presented at the second WWW conference in fall 94 in Chicago. On April 3, 1995 SGI presented WebSpace, the first publicly available VRML browser. So all in all it took about a year to set standards and make the first browser available. Since VRML is a relatively simple format building upon a well defined standard, very quickly a number of modeling tools and convertors also became available.
In the next sections we will look at simple static VRML scences. These are built with VRML's symbolic description language. Note different VRML browsers all have a different user interface (e.g. for navigation and object examination). They also render things a bit differently. Most will also give you a ``quality'' choice (e.g. faster renderning and lower quality vs. slower rendering but better quality. For now, let's just assume that the user can move himself though 3D space by moving a camera through the space (and therefore what he sees on the display is what sees ``his'' camera).

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