Incidentally I should mention that the Augmented Reality Dev Camp
http://ardevcamp.org is coming up on Dec 5th at the Hacker Dojo in Mountain
View. If there's anybody who you feel should be there please invite them -
it is free.

 @anselm

On Wed, Sep 16, 2009 at 10:29 AM, David Colleen <[email protected]>wrote:

> 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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