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BY SELVAMUTHUKUMAR .T(11308205085) selvak26@gmail.com KAUSHIK .G(11308205037) kaushikgovindh@gmail.com INFORMATION TECH

“Belief is the ignition switch that gets you off the launching pad ”. 3D INTERNET. BY SELVAMUTHUKUMAR .T(11308205085) selvak26@gmail.com KAUSHIK .G(11308205037) kaushikgovindh@gmail.com INFORMATION TECHNOLOGY R.M.K. ENGINEERING COLLEGE, Kavaraipettai. ABSTRACT.

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BY SELVAMUTHUKUMAR .T(11308205085) selvak26@gmail.com KAUSHIK .G(11308205037) kaushikgovindh@gmail.com INFORMATION TECH

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  1. “Belief is the ignition switch that gets you off the launching pad” 3D INTERNET BY SELVAMUTHUKUMAR .T(11308205085) selvak26@gmail.com KAUSHIK .G(11308205037) kaushikgovindh@gmail.com INFORMATION TECHNOLOGY R.M.K. ENGINEERING COLLEGE, Kavaraipettai.

  2. ABSTRACT • The World Wide Web, which has started as a document bank, is rapidly transforming to a full fledged virtual environment that facilitates services, interaction, and communication. • Under this light, the Semantic Web and Web 2.0 movements can be seen as intermediate steps of a natural evolution towards a new paradigm, the 3D Internet. • Here we Going to Present How to Implement 3D internet against 2D Technology and present 3D methodologies

  3. Introduction • The Internet is evolving to become the de-facto cyberspace or virtual environment facilitating communication ,business, and entertainment on a global scale. • A typical 2D website is an extremely abstract entity and consists of nothing but a bunch of documents and pictures. • Within the website, at every level of the interaction, the developers have to provide the user immediate navigational help. Otherwise, the user would get lost sooner or later. • 3D internet is actually a much better alternative way of organizing data which everybody knows and uses. • On the other hand, virtual worlds such as Second Life (SL)is much younger when compared to other Web technologies. • Virtual worlds are increasingly seen as more than game and interpreted within a business context rather than entertainment. • Virtual World have recently caught the attention of gaming, advertisement, 3D design, and performing arts communities among others. • However, it is difficult to claim that the same level of interest has been raised in the areas of networking, machine learning, and distributed computing

  4. APPLICATIONS • 3D Internet as an interactive virtual environment for services, interaction, and communication. • Social Networks: Face book, MySpace, Linked-In, … • Web 2.0: Wiki’s, blogs, communities, … • Web as a distributed computing platform: Face book, Games. WEB 2.0: A Web 2.0 site allows its users to interact with each other as contributors to the website's content, in contrast to websites where users are limited to the passive viewing of information that is provided to them. Semantic web:In semantic web metadata would enable automated agents and other software to access the Web more intelligently. The agents would be able to perform tasks automatically and locate related information on behalf of the user.

  5. IMPLEMENTATION USING VRML • VRML---VIRTUAL REALITY MODELLING LANGUAGE • The VRML format is based on SGI’s Open Inventor format. It is a platform independent format, supported by most common 3D packages. It includes graphic, text, multimedia elements, net-work and scripting facilities. • A VRML file contains objects named nodes. A node exists of fields and parameters The total 54 nodes can grouped in geo-metric primitives, grouping nodes, light sources, appearance nodes, sound, definitions and prototypes, sensors and scripting nodes. The file is coded in UTF8. • VRML enables linking to other Web resources and contains facilities for interaction and animation. Scripting based on Java or JavaScript is possible. With the external authoring interface is a connection between VRML and the scripting language available. Like most of the data formats today, a VRML world is defined as a hierarchical scene graph. A scene consists of grouping nodes. Shapes are the components of groups. A shape consists of geometry (primitives, indexed face sets) and appearance (material, image texture).

  6. MODELLING A VRML SCENE The process of modeling a VRML scene can be divided into three independent steps: • Geometric modeling • Conversion • VRML authoring

  7. Geometric Modeling • Geometric modeling is a branch of applied Mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes. • The shapes studied in geometric modeling are mostly two- or three-dimensional, although many of its tools and principles can be applied to sets of any finite dimension. • Today most geometric modeling is done with computers and for computer-based applications.  • Two-dimensional models are important in computer typography and technical drawing. 

  8. Conversion There is a 3D rendering and animation software program optimized for models that depict the human figure in three-dimensional form, mostly used to pose and animate the figures in a similar way as a mannequin. The program has become very popular due to its ease of use, which allows beginners to produce basic animations and digital images, and the extensive availability of third-party digital models.Some of the soft wares arePoser , Bryce , Iclone , Shade 3D etc….

  9. AUTHORING – USING TOOLS FROM PARALLELGRAPHICS Internet Space Builder • Web builder tools are 3D authoring Programs for creating complete 3D Scenes. • Parallel Graphics includes powerful geometric modeling, texture mapping, camera settings and others under a comfortable user interface.

  10. VRML-Pad VRML Pad is Another powerful and flexible authoring tool from Parallel Graphics that allows text editing of VRML files. FINAL IMPLEMENTATION IN WEB It may Be Implemented in Any of the Web creating Languages Especially HTML Designing walkthrough environments with VRML is despite the limitations of the rendering quality of existing browsers an opportunity due to the open standard. The object has to be modeled for multipurpose use from web access with limited bandwidth to real time VR in immersive environments.

  11. VRML PAD

  12. FUTURE OF 3D INTERNET • Researchers have just presented a concept for immersive virtual reality (VR) with the helmet ‘Virtual Cocoon’. With this futuristic device all five senses can be addressed in virtual worlds. • The ‘virtual cocoon’ will allow people to interact naturally with the world around us without actually travelling or being put in a particular real situation. • By having advanced 3d monitors like iz3d we can indulge into the concept of virtual cocoon, so users can feel the metaverse in web. • It can drag even people who don’t have much knowledge about web and make it user-friendly.

  13. References: • T. Alpcan, C. Bauckhage, and S. Agarwal. An efficient ontology-based expert peering system. In Proc. 6th IAPR Workshop on Graph-based Repr. in Pattern Recog. • www.hplusmagazine.com/articles/virtual-reality/virtual-cocoon • http://www.webreference.com/3d/ • THANK YOU • “NOTHING IS IMPOSSIBLE”

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