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Unflattening the World

    The physical world that we live in has three spatial dimensions. Consequently, we have evolved with sophisticated sensory capabilities that allow us to perceive three-dimensional objects in three-dimensional spaces. Without these 3D capabilities, even simple tasks like navigating through an apartment would be extremely challenging, let alone more complex tasks such as hunting for food, building a shelter, or driving a car.

    However, although most of us are fortunate to have these 3D sensory capabilities, we tend to view the world beyond our immediate surroundings through small, essentially flat, two-dimensional windows, such as televisions and computer screens. Clearly, this two-dimensional, smaller-than-life view of the world is not making the best use of our sensory capabilities. We are not getting all the sensory information, and so we are not having the most accurate, realistic, and compelling experiences.

    As any science fiction fan will tell you, the notion of a fully immersive, lifelike simulated experience that is indistinguishable from "real-life" is not a new one, and was certainly around long before William Gibson coined the phrase "cyberspace" in Neuromancer

  • And "holodecks" became standard issue on Federation starships.
  • As far back as the mid-seventeenth century, the French philosopher, scientist and mathematician René Descartes postulated the notion that the senses could, in theory, be completely fooled by a "malignant demon,"
  • and that therefore everything we learn through our sensory apparatus should be treated as suspect. This notion is the basis for the philosophical method of inquiry known as Cartesian Skepticism, and more recently formed the basis for the plot of The Matrix.
  • Descartes was also the originator of the Cartesian coordinate system, which provides the mathematical foundations of 3D graphics!

    However, since it's currently not possible to pick up a holographic projector at the mall, or download sensory experiences directly into our brains, we're stuck with trying to simulate the most realistic 3D experience possible in an essentially two-dimensional format.

    This article outlines some of the potential benefits of using 3D imaging to present cultural information over the World Wide Web, highlights a few examples, provides a brief overview of the enabling technology landscape, and concludes with some forecasts for the medium-term future. It does not attempt to cover more specialized applications or technologies, such as Geographic Information Systems (GIS), Computer-Aided Design and Manufacturing (CAD/CAM), 3D animation for commercial film and television, or immersive Virtual Reality (VR) hardware such as spatially-aware data goggles or data gloves.

Cultural Applications of 3D

    Most "memory institutions," such as museums, libraries and archives, have missions to both preserve and provide access to the collections in their care—missions that are not, in general, mutually compatible. One of the most compelling arguments for digitizing collections is that it helps institutions to address this dilemma; in theory, by putting digital representations of collections online, they can provide cheap, global access, 24/7/365, without any preservation risks whatsoever. Of course, this begs the question about the effect online collections access has on the level of demand for physical access, but the verdict is still pending on that debate.

    Clearly, for online collections to be useful, they must support the research needs of those who want access to them. This means that the digital representations of the items in the physical collection must contain enough detail to support the kinds of research that are required. This is relatively straightforward for many types of research using flat collections such as photographs or manuscripts, which can often be supported by good quality 2D digital images, because the images are sufficiently good reproductions that they can act as surrogates of the original for research purposes.

    However, digital images are less effective as surrogates for three-dimensional collections, because so much spatial information has been lost. The whole dimension of depth (the elusive z-axis) cannot be encoded in the surrogate, so the three-dimensional form of the object or space has to be flattened onto a two-dimensional view from a single perspective. In computer graphics the distinction between an object and a space is really just a matter of your point of view.

    Multiple 2D views can often help, and can even be used to simulate a 3D experience. For example, this QuickTime VR movie from the National Museum of the American Indian's Creation's Journey exhibition allows the object, an Inka goblet in the shape of a jaguar's head, to be rotated 360° and tilted by 90°, allowing the viewer to see the shape and overall design of the goblet and how it is constructed by stitching together multiple pieces.



    Since there is no requirement that the virtual world mimic the real world, objects, structures, and environments can be virtually reconstructed, allowing hypotheses about form and function to be explored in a shared, networked environment. The Museum of Reconstructions, for example, is a non-profit corporation that "uses computer modeling technology to develop accurate and complete reconstructions of buildings, artworks, artifacts, and sites," although currently their Web site only provides 2D renderings of their 3D models.

    Similarly, environments that have never existed physically can be created as 3D models to provide an appropriate conceptual or architectural environment. The Virtual Museum of Arts El Pais, for example, places digital images of contemporary Uruguayan art in a virtual museum that was designed by professional architects, but will never actually be constructed due to prohibitive cost. Again, the Web presentation is based on a series of linked 2D images generated from a 3D model, but it is sufficient to illustrate the principle.

VRML (usually pronounced "vermal")97 is the latest public release of the Virtual Reality Modeling Language, the original and still the most popular way to deliver 3D information over the Web. It is also ISO/IEC standard 14772-1:1997(and in fact set a record for the fastest time-to-standard within ISO of 18 months). VRML is a relatively simple scene description language and common interchange format that uses a scene graph programming model. Primitive objects such as cylinders, boxes, spheres and cones are assembled hierarchically into ever-more complex groups in order to build up the geometry of more complex objects, such as office buildings or automobiles.

Java 3D isa multimedia extension to the Java 2 platform. It comprises a collection of classes that define a high-level application programming interface, or API, for interactive 3D development within the Java framework.

ISO/IEC JTC1/SC29/WG11, an international group better known as the Moving Picture Experts Group, developed MPEG-4, also known as ISO/IEC standard 14496. Like its predecessors MPEG-1(which includes the popular MP3 audio format) and MPEG-2, MPEG-4 is a standard that defines how digital audio and video media can be encoded, compressed, streamed for efficient delivery over networks, and reassembled correctly for presentation. MPEG-4 also allows media streams to be scaled according to the capabilities of the client terminal, and introduces an object-oriented paradigm, allowing multiple audio/video objects to be delivered and composed into an interactive MPEG-4 scene in either 2 or 3 dimensions.

X3D, or Extensible 3D, is a standards development initiative to capture the best capabilities of VRML 97, and allow them to be expressed in XML (it was originally called VRML Next Generation, which gives some clue as to its evolutionary nature). Like VRML, the Web3D Consortium is developing X3D, and it will be backwards compatible with VRML 97. However, unlike the extensive VRML 97 specification that requires users to download large, unwieldy browser plug-ins, the X3D specification is based on a small, lightweight core that can be easily extended with additional components as necessary. The standard is almost complete, and is due for release in 2001.

QuickTime VR

    Apple's QuickTime VR, often known as QTVR, is actually not a 3D image file format at all, but uses an interactive set of compressed still images that have been stitched together by special authoring software to give the illusion of a 3D interaction. In essence it offers sophisticated interactive animation. There are two types of QuickTime VR movie: Panoramic movies, which allow the user to navigate a panoramic view of up to 360º from a single viewpoint; and Object movies, which allow the user to view a fixed object from multiple viewpoints. The jaguar head Inka goblet from the Smithsonian is a good example of a QuickTime VR object movie.

    In addition to this radial navigation, QuickTime VR movies can support zooming in and out, and embedded hyperlinks that can take the user either to a new QuickTime VR movie, or to a completely new Web page.

    Although QuickTime VR is not a genuine 3D format, the intuitive navigation of photo realistic scenes and objects—coupled with the ubiquity of the QuickTime browser plug-in and the relatively low cost of authoring QTVR movies—make this an effective and appealing approach for presenting 3D cultural information on the Web.

Acquiring 3D Models

    Unfortunately, acquiring 3D models is still a relatively costly and complex process, although it is getting cheaper and easier all the time. There are currently two techniques for acquiring 3D models: creating them from scratch using some of the increasingly affordable and user-friendly software products available, including recent products that can help generate 3D models by overlaying 3D geometry onto 2D digital images; and using a 3D scanner, a device that can scan the geometry of an object using laser range-finding technology. Some 3D scanners also have optical sensors, so that they can capture visual information as a digital image that is then wrapped around the 3D model, in a process known as texture mapping.

Forecasts

    Most industry pundits agree that the Web 3D revolution is now long overdue. Typical desktop computers are now sufficiently powerful to render reasonably detailed 3D models in real time, network bandwidth is improving all the time, users are increasingly sophisticated and demanding, and there is a growing standards framework that will support collaborative development.

    All that is needed now is the killer-app the application of the technology that transforms it from an esoteric gimmick into an indispensable business tool. Perhaps the presentation of cultural information on the Web is that killer app.






Glossary

  • Web3D -is the name given to a family of standards and related technologies that have been approved by the Web3D Consortium for delivering true interactive 3D content over the Web.

  • VRML (usually pronounced "vermal") 97 -is the latest public release of the Virtual Reality Modeling Language, the original and still the most popular way to deliver 3D information over the Web.

  • Java 3D -is a multimedia extension to the Java 2 platform.

  • X3D, or Extensible 3D -is a standards development initiative to capture the best capabilities of VRML 97, and allow them to be expressed in XML (it was originally called VRML Next Generation, which gives some clue as to its evolutionary nature).

  • Apple's QuickTime VR, often known as QTVR -is actually not a 3D image file format at all, but uses an interactive set of compressed still images that have been stitched together by special authoring software to give the illusion of a 3D interaction. In essence it offers sophisticated interactive animation.

Bibliography

Links




Cuesta, Aileen V.
2003-140904
BS Electronics and Communication Engineering