INFORMATION
Background

This VRML site is an opportunity for students at the GSAP to experiment with VRML. Through the use of 3D modeling software like Alias, Softimage, and Form Z, models or worlds are designed. VRML is used as a design tool to convey information in a real-time 3D environment. A VRML model/world gives the viewer the opporunity to interact with the design environment of the VRML world. Previously, our ability was limited to rendered stills and movie files constructed through the designer's eye's where as VRML gives the viewer the choice in how a world or model is to be viewed.

The goal of this page is to test the uses of VRML and to find its limitations. VRML is relatively new, and much of the sites linked show just how primitive the graphics are and the simpilcity with which the models have been created. Through the use of more complex modeling programs I would hope that the simpicity of many of the spaces designed can be alevitaited.

First Steps

I began this investigation into VRML by testing very simple models. Through the use of Alias and Form Z, primatives such as cubes and pryamids were used simply to test the conversion to VRML by the mentioned 3D modeling software. By adding textures, colors, and transparancies to these simple objects, the VRML translation could be tested. For the most part colors and textures would translate but the transparancies still have much to be desired in their graphic quality.

Adding more complex objects to the VRML world would be the next step. The "cityscape" VRML model is a testing of numerous primatives combined into one model.

The "temple" VRML model became the first attempt at creating a world with both an exterior and interior space. Several models were created, in Alias and Form Z, to test the ability of the VRML browser to read a complex shape in a real-time environment. In many cases this failed. The complex shape of the columns were too polygon intensive, which drove up the polygon count, causing the model to be very large and slow. The "temple" VRML world is an example of what not to do, not only because of the time in which it takes to download, but once the model is at your computer, the ability to navigate in the world is not worth the time it takes to redraw the world.

The last portion of research is in the area of linking VRML worlds or embedding VRML within a VRML world. The "block" VRML model is an attempt to simply show what the possibilities are using VRML. I realize the "blocks" example is very simple but the blocks represent an object in a space, a wall, a window, a door, a ceiling, these objects can then be linked to other VRML worlds. It is very similar to opening a door from one room to another. It is in the design of VRML worlds with embedded VRML models one within the other I find the most intriguing. It is also in this area that the most complications of exporting the VRML model were found. The ability to export a VRML from Alias with the embedded or linked objects became problematic. Simple linking of objects like the "blocks" worked fine, but the more complex worlds like the galleries could not be exported with the links.

Conclusions

For now, VRML as a design tool, still lacks the graphic quality and complexity of the models created in Alias or Form Z which a students at the GSAP have come to expect. Viewing simple spatial relationships without a high degree of complextiy or having the ability to view simple models over the Internet quickly and efficiently is the level at which VRML could be used. The limitations I have identified fall into two catrgories. The first being that of the graphic quality which is some times lost in the translation. Particlulaty this is dealing with areas of transparency. The VRML browser one is using also will make a difference. Webspace, for example reads the VRML model much clearer than Live 3D. The VRML browsers are also continuing to improve. New viewers like Cosmo Player also read the VRML world much better than older VRML browsers.

The second limitation is in the area of the polygon count. Already we are aware of the number of polygons in the modeling software we use, but the an added limitation of even smaller polygon counts can be problematic. Many times high and low detail models would have to be created one for VRML and the other for rendering files for output.

Higher quality VRML models will have to wait until the VRML design is improved to a point of better quality graphics and as machines processing speeds increase. Many of the models designed in Alias or Form Z for work in the studios at the GSAP just would not make the translation to VRML and if it did the results, at this time, would not be of the quality we expect and are used to viewing.

Frederick Norman (fsn1@columbia.edu)
Columbia Univeristy
Graduate School of Architecture
Spring 1997