Hi Anselm

I concur with much of what you say but would like to address a few of your
points.

1. You may not be aware of this but last year X3D added a Network Sensor
Node. This is a listener spec that allows for things such as multi-user
shared state and live data updates from external sensors. The Network Sensor
is already implemented in many of the X3D viewers.

2. You make a comment that VRML and X3D "are very heavy bulky formats". I
don't see a basis for this comment. Most real-time 3D formats are highly
related and of similar file sizes. An X3D binary is about as small as you
can get short of a stripped down triangle list.

3. I quite agree with you about the importance of federation and shared data
to make AR useful. Next week, the Web 3D Consortium will be announcing a
call for participation, at the Engage virtual worlds show in San Jose (Sept
23-24), to complete a fully open specification for shared multi-user worlds
that can be used by AR applications. Much of this work is already complete
but topics such as shared communications and MU servers still need to be
resolved. Leveraging other important open efforts such as XMPP/OpenFire,
PostGISql, MySQL and Geoserver will be hot topics. Please get involved!

Thank you

David Colleen
Planet 9 

I would not use GML or GIS based approaches. I would use GeoRSS for
simple features and X3D for rich features.

To elaborate:

It doesn't seem like the AR focus would be say on connectivity of
street segments or different geodetic systems or say raster analysis
of different layers of ground cover, or doing transformations on
rendering with different styles.  It seems like those extra powers
while useful are not core to the deliverable.

Rather In my mind I see AR as more focusing on painting a high quality
UX experience on top of the real world. Keeping that experience
registered and in sync with the real world as much as possible and
providing interactivity and dynamic behavior.

In many ways I see AR as drawing more on video game development
conventions rather than on GIS conventions.  If I was asked to build
an end-to-end AR system from scratch I'd feel like I could get the job
done faster, safer and in a more durable way if it was based on more
similar practices instead.

The kinds of conventions that a 3d video game has - and that VRML and
X3D have tend to reflect a different set of concerns.  They tend to
utilize scene graphs http://en.wikipedia.org/wiki/Scene_graph and tend
to include concepts like :

           [ grouping node to group things ]

           [ transform nodes expressing 4x4 homogeneous world coordinates ]

           [ model node expressing 3d polyhedra ]

           [ appearance node expressing model textures and the like ]

           [ instance node; specifying an instance of a model ]

           [ behavior node; specifying rules over time to apply to an
instance ]

The big win would be that your artists, designers and modelers could
use tools that they were already comfortable with. As a developer you
could grab tools that largely would already process, compress and
render the data.

The key benefit however would be highly dynamic rendering. GML systems
tend to reflect a kind of 'static' scenery. A scenery that doesn't
update very often. VRML conventions tend to reflect a need for dynamic
behavior more - the increased emphasis on transforms, multiple
instancing and the like.

All these grammars are isomorphic, but they are tuned to their
landscapes. I feel that it's easier to use a representation that is
closer to the goal rather than stretching another representation.

VRML and X3D have many flaws as well; they tend to focus more on
presentational aspects - although often in the real world form is a
side effect of underlying function - and are very heavy bulky formats.
 However they're heir to the legacy of games development and in my
mind AR will in turn start to be about visualization of highly dynamic
behavior that is constantly changing rather than say just showing you
where subways are.

When I mean "dynamic" I mean AR views will start to show say where
friends are moving to, and the dynamic and fickle constantly changing
sets of relationships between people and objects around them, the
density of information clouds, dynamic personal routing options based
on traffic flows, coupons and redemption awards that shift from moment
to moment, historical re-enactments of stories embedded in the
landscape that you are traveling over, fantasy situations overlaid
over top of the ennui of real life, dynamic rewriting of placards and
billboards to remove annoyances from field of vision, constantly
changing statistics over-top of people that you are talking to... it's
going to be a very cartoon world very soon.

Pragmatically however what's going on in an AR world is no different
from what we were doing 15 years ago with heads up displays. The same
problems of registration ( and of the headache inducing nausea that
comes from failing to keep registration in sync ) , the need to
manufacture a separate display for each eye in order to provide the
illusion of depth, the need to efficiently cull sort and manage the
potentially visible set, the need to balance very limited
computational resources - this is all completely utterly routine. The
joystick input is a GPS not just a position in an abstract 3d virtual
space.  The only new thing is the need for new algorithms to keep the
overlay registered against arbitrary real world views. And perhaps in
the larger scale of AR there will be a need to finally solve federated
data and behavior publishing problems such as were tackled by Second
Life.

If AR proposes to be distributed - so that instead of seeing just
LAYAR data or somebody elses data - that there is a federated way to
aggregate and share layers and have a consolidated view across
datasets from many vendors - then I'd just suggest GeoRSS personally
for simple features and X3D for rich features. In fact this whole
burgeoning field may breathe new life in to X3D...  ( otherwise we'll
have to invent some kind of rdf3d I suppose ) .

It would be nice if GeoRSS supported a hint about the orientation and
velocity of an object ( although these can be determined by two
successive GeoRSS publication events of a given object over time ).

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