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3D Internet and network media

ABSTRACT
3D internet refers to all interactive 3D content which are embedded into web pages html, and
that we can see through a web browser. The World Wide Web, which has started as a document
repository, 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. We
provide an overview of the concept 3D Internet and discuss why it is a goal worth pursuing, what
it does entail, and how one can realize it. Our goal in this paper is to discuss a research agenda
and raise interest in networking, security, distributed computing, and machine learning
communities. We explore first the motivation for the 3D Internet and the possibilities it brings.
Subsequently, we investigate the specific system level and research challenges that need to be
addressed in order to make the 3D Internet a reality.

SECTION ONE
INTRODUCTION
BACKGROUND OF THE STUDY
The 3D Internet (3DI) is the set of 3D virtual and mixed reality worlds in the Internet. Here,
users can experience, use and share with others for various applications (Kapahnke, Liedtke,
Nesbigall, Warwas, & Klusch, 2010) .The Internet from onset is a 2D Internet because most of
the graphical user interface (GUI) at this stage are two-dimensional. The 3D Internet use of 3D
graphical user interface (GUI) which makes it is a powerful new way for reaching consumers,
business customers, co-workers, partners, and students, and is inherently interactive and
engaging. Virtual worlds provide great 3D experiences that mirror real life. Almost anything in
the real world can be reproduced in the 3D Internet with the added benefit because someone can
experience it from the comfort of their home or office.. The paper takes a look at the 3D Internet
and the challenges of moving from the Internet as we know it to the future Internet, that is, 3D
Internet. The 3D technology has grown into Internet. This was one of the main trends in the large
international technology meeting in CEBIT (CEntrum der Buro und Information Technik).
CEBIT is the world's largest and most international computer expo. Earlier Internet has lacked a
common standard for 3D on Internet. Now several large Internet companies have agreed on a
new open 3D Internet standard.
The Internet is evolving to become the de-facto cyberspace or virtual environment
facilitating communication, business, and entertainment on a global scale. On the other hand,
metaverses or virtual worlds such as Second Life (SL) or World of Warcraft (WoW) are much
younger when compared to other Web technologies. Today, the success and momentum of virtual

worlds are undeniable. The market for MMOGs is estimated to be worth more than one billion
US dollars and such meta-verses are fast becoming significant platforms in the converged
media world according to some analysts. Virtual worlds are increasingly seen as more
than game and interpreted within a business context rather than entertainment. The view that
metaverses will play a significant role in the future is shared by many researchers and
professionals in the field. Among them are the participants of the metaverse roadmap (MVR)
who aim to explore multiple pathways to the 3D enhanced web, the Croquet Consortium, as well
as the VRML and X3D communities. We envision a 3D Internet which will be to 2D graphical
user interface (GUI) and Web of today what 2D GUI and World Wide Web (WWW) were to
command line interface (CLI) and gopher two decades ago. While the concept seems incremental
in the sense that it merely adds 3D graphics to the current Web, it is in fact revolutionary for it
provides

a complete virtual environment that facilitates

services, interaction, and

communication. From this perspective, the 3D Internet can be seen as the evolutionary end point
of ongoing efforts such as Web 2.0 and Semantic Web.
Our objective in this seminar work is to define the 3D Internet concept and discuss why it
is a goal worth pursuing, what it does entail, and how one can realize it. Along with its enormous
potential the 3D Internet also opens many research challenges in order to become a reality.
Metaverses 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. Without overcoming these engineering challenges and making a business case to
stakeholders the 3D Internet is destined to be an academic exercise and remain in the realm of
science fiction; a fate experienced by many initially promising concepts such as artificial

intelligence or virtual reality. We discuss in the next section why stakeholders such as
communication and computing companies, research institutions, and online businesses should be
interested and participate in the 3D Internet.
One of the often heard arguments against the 3D Internet is in the form of the question
why do we need it? For most of its users the Internet is a familiar, comfortable medium where
we communicate with each other, get our news, shop, pay our bills, and more. We are indeed so
much used to and dependend on its existence that we dont think about its nature anymore just
like we do not think about Ohms law when we turn on the lights. From this perspective what we
have, i.e. the 2D version, seems sufficient and the 3D Internet is yet another fad. However, if
we stop and think about the nature of the Internet for a moment we realize that it is nothing but a
virtual environment (cyberspace) where people and organizations interact with each other and
exchange information. Once this fact is well understood, the question can be turned on its head
and becomes why do we restrict ourselves to 2D pages and hyperlinks for all these activities?
Navigating hierarchical data structures is often cumbersome for large data sets. Unfortunately,
the Internet as we know is organized as a flat abstract mesh of interconnected hierarchical
documents. 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. Since this is a very abstract environment, there is no straightforward way of
providing a navigation scheme which would be immediately recognizable to human beings. The
situation is not any better when traveling between websites. Although the domain name system is
somewhat helpful, using the web today is no different than reading a telephone directory. Given
the current situation the term web surfing is rather appropriate as we have no control over where

the web takes us with the next click. This has profound implications such as the reliance on back
button in browsers which tantamounts to admitting that navigating on the web is no different
from a random walk. Another consequence is the emergence of search engines as a fundamental
element of the Internet. It is no surprise that Google is the most powerful Internet company of
our times.

SECTION TWO
LITERATURE REVIEW
2.1

3D SECURITY AND TRUST

Ezema (2013), there is an array of alternatives for enabling the seamless and transparent
authentication of users, avatars, and other objects in the 3D Internet world. The Single Sign On
concept envisages users logging in only once, for example on a web page of an on-line service,
and visiting further services or web-based applications without the need to log in again. The user
can thus experience an unhindered, seamless usage of services. The key concept behind Single
Sign On is federation, denoting the establishment of common references between accounts or
identities in different repositories or services. Microsoft Passport1 as well as several other
systems have been developed based on this concept. Earlier on, role based access control
(RBAC) had been devised to allow authentication not based on user identities, but rather based
on the class (or classes) they belong to. The studies are closer to the 3D Internet paradigm as they
focus on challenges imposed by applying RBAC to open, largescale systems. Attribute-based
access control makes access control decisions based on user attributes and their combinations,
allowing more fine-grained access control. Driven by the users growing privacy concerns
regarding the handling of their authentication information, user-centric identity management
approaches such as CardSpace2 have recently gained popularity. These go beyond the federation
concepts to allow individual users to retain full control over their own identity management,
without requiring the presence of an external provider.

2.2

INTELLIGENT ENVIRONMENTS

Chibuzo (2013), emerging fields such as ubiquitous computing and ambient intelligence draw
heavily from adaptive and intelligent algorithms. They are concerned with computing and
networking technology that is unobtrusively embedded in the everyday environment of human
users. The emphasis is on user-friendliness, efficient and distributed services support, user
empowerment, and support for human interactions. All this assumes a shift away from desktop or
portable computers to a variety of devices accessible via intelligent interfaces. The 3D Internet,
which is a virtual ubiquitous computing environment, provides the perfect test bed for
developing these ideas and emulating them in realistic 3D settings with real users.
2.3

INTELLIGENT SERVICES

In the case of the 3D Internet, the concept of intelligent environments naturally extends to
underlying communication protocols and enabling services as well as to user centered services.
Given its inherent P2P nature, the 3D Internet can make use of paradigms such as intelligent
routing where mechanisms being aware of the network topology and information structure allow
for flexible and context-dependent distribution of traffic. As in the real world, one could think of
adaptive algorithms that control traffic flow depending on the time of day, user-behavior
patterns, or a variety of global and local events. Since the 3D Internet provides an environment
that closely resembles the physical world, it calls for intelligent interfaces that extend the
conventional desktop metaphors such as menus and sliders. This may include speech- and
gesture recognition, but also implies interaction with virtual objects and tools inspired by things
existing in the real world. Learning and ambient intelligence on this level will then have to be

concerned with typical usage patterns, anticipations of user activities, and convincing
simulations. In terms of user-centered services, it is not hard to imagine applications of machine
learning that would facilitate social interaction of users as well as increase usability of core
functionalities of the virtual environments on the 3D Internet. Examples of such services are
recommender systems for e-commerce or social networking that rely on collaborative filtering.
Based on user provided ratings or an analysis of typical usage patterns, goal directed, intelligent
searches and recommendations are possible. This of course facilitates personalization of
individual users avatars and improves multimedia-information retrieval (Okoro, 2005).
2.4

CHALLENGES OF MIGRATION FROM 2D TO 3D INTERNET

Internet currently has more than one billion users worldwide and is poised to spread its
infrastructure providing anywhere, anytime connectivity. With the further use of wireless
technologies, the number of users of the Internet is expected to jump to some 4 billion few years
(Titus, 2008). The Internet is a massive network of networks. It connects millions of computers
together globally in which any other computer can communicate with any other computer as long
as both connects to Internet. The web connects people. Information that travels over the Internet
does so by various languages know as protocols. It does not use web browsers. The Web, running
on the mostly invisible Internet, is what you see and click on in your computers browser.
Worldwide Web (WWW) is a way of accessing information over the Internet. It is an information
sharing model that is built on the top of Internet. The web uses hypertext transfer protocol
(HTTP), to transmit data. It is also utilizes browsers such as Internet explorer or Firefox
to access web documents called web pages that are linked by hyperlinked.
The WWW started as a document repository and it has rapidly transforming to a fullfledged virtual environment that promotes services and communication. The Semantic Web and

Web 2.0 movements are intermediate steps of a natural evolution towards a new paradigm: the
3D Internet. The idea seems incremental in the sense that it adds 3D graphics to the current Web.
It is revolutionary for it provides virtual environment that promotes services, interaction, and
communication. From this perspective, the 3D Internet is seen as the evolutionary end point of
continuing efforts such as Web 2.0 and Semantic Web (Alpcan, 2008).
The 3D Internet promises to bring real life feeling to our interaction on the web. But for
most of the users now, the Internet is a familiar, comfortable medium where they can
communicate with one another, get our news, shop, pay our bills, and more. But navigating
hierarchical data structures is often cumbersome for large data sets. Unfortunately, there is a
better alternative way of organizing data which everybody knows and uses. We spend all our
lives in a 3D world navigating between places and organizing objects spatially. We rarely need
search engines to find what we are looking for and our brains are naturally adept at remembering
spatial relationships. It is predicted that, within 7-10 years, the dominant Internet interface is
likely to be the 3D Metaverse. This is next-generation and high-definition media-rich Web 3D.
Metaverse will be gradually absorbed, and integrate with todays flat Worldwide Web and its
early 3D applications like Google Earth and Second Life .The European Commission is even
officially recognizing the 3D Internet as a strategic research direction, as seen, for example, in
their Seventh Framework Programme (FP7) call for proposals issued on 19 November 2008.
2.5

OVERVIEW OF 3D GRAPHIC

Dumex (2012), a picture that has or appears to have height, width and depth is three-dimensional
(or 3-D). A picture that has height and width but no depth is two-dimensional (or 2-D). Some
pictures are 2-D on purpose. Think about the international symbols that indicate which door
leads to a restroom, for example. The symbols are designed so that you can recognize them at a

glance. Thats why they use only the most basic shapes. Additional information on the symbols
might try to tell you what sort of clothes the little man or woman is wearing, the color of their
hair, whether they get to the gym on a regular basis, and so on, but all of that extra information
would tend to make it take longer for you to get the basic information out of the symbol: which
restroom is which. That's one of the basic differences between how 2-D and 3-D graphics are
used: 2-D graphics are good at communicating something simple, very quickly. 3-D graphics tell
a more complicated story, but have to carry much more information to do it.
Paul (2012), for example, triangles have three lines and three angles -- all that's needed to
tell the story of a triangle. A pyramid, however is a 3-D structure with four triangular sides. Note
that it takes five lines and six angles to tell the story of a pyramid -- nearly twice the information
required to tell the story of a triangle.
For hundreds of years, artists have known some of the tricks that can make a flat, 2-D
painting look like a window into the real, 3-D world. You can see some of these on a photograph
that you might scan and view on your computer monitor: Objects appear smaller when they're
farther away; when objects close to the camera are in focus, objects farther away are fuzzy;
colors tend to be less vibrant as they move farther away. When we talk about 3-D graphics on
computers today, though, we're not talking about still photographs -- we're talking about pictures
that move (Connel, 2011).
2.6

COMPUTER-GENERATED OBJECTS

To create a 3-D computer-generated object, you'll need modeling software like Maya, 3ds Max
or Blender. These programs come loaded with a large number of basic 3-D shapes, called
primitives or prims, which are the building blocks of more complex objects. For example, you

could model a car by connecting cubes, cylinders, pyramids and spheres of different shapes and
sizes. Since these are 3D objects, they're modeled on the X, Y and Z axes and can be rotated and
viewed from any angle (Omenka, 2007).
Kruki (2009), when you first begin to model an object, it doesn't have any surface color
or texture. All you see on your screen is the object's skeleton -- the lines and outlines of the
individual cubes, blocks and spheres that have been used to construct it. This is called a
wireframe. Each shape that's formed by the lines of the wireframe is called a polygon. A
pyramid, for example, is made up of four triangle-shaped polygons.
Nwakibiya (2004), in practice, there are several ways to create a wireframe model of an
object. If you don't want to be confined to constructing objects from fixed shapes like blocks and
cylinders, you can use a more free-form technique called spline-based modeling. Splines allow
for objects with smooth, curved lines. Another method is to sculpt an object out of clay or some
other physical material and use a 3-D scanner to create a wireframe copy of the object in the
modeling software.
2.7

3D COMPUTER GRAPHIC SOFTWARE

Thomas (2009), 3D computer graphics software refers to programs used to create 3D computergenerated imagery. There are typically many stages in the "pipeline" that studios use to create 3D
objects for film and games, and this article only covers some of the software used. Note that
most of the 3D packages have a very plugin -oriented architecture, and high-end plugins costing
tens or hundreds of thousands of dollars are often used by studios. Larger studios usually create
enormous amounts of proprietary software to run alongside these programs.

Many 3D modelers are general-purpose and can be used to produce models of various
real-world entities, from plants to automobiles to people. Some are specially designed to model
certain objects, such as chemical compounds or internal organs (Bridget, 2008).
3D modelers allow users to create and alter models via their 3D mesh. Users can add, subtract,
stretch and otherwise change the mesh to their desire. Models can be viewed from a variety of
angles, usually simultaneously. Models can be rotated and the view can be zoomed in and out.
3D modelers can export their models to files, which can then be imported into other applications.
Many modelers allow importers and exporters to be plugged-in, so they can read and write data
in the native formats of other applications. Most 3D modelers contain a number of related
features, such as ray tracers and other rendering alternatives and texture mapping facilities. Some
also contain features that support or allow animation of models. Some may be able to generate
full-motion video of a series of rendered scenes (i.e. animation).
2.8

3D LATENCY MINIMIZATION

As the 3D Internet will increase the reliance on graphics and interactivity, it will be crucial that
the latency that clients observe when interacting with servers is minimized. It has been known
from existing implementations such as SL that high latency incurs low responsiveness and
reduced user satisfaction. Therefore, the network has to be designed intelligently to overcome
these challenges. We propose a hybrid peer-to-peer (P2P) approach to reduce server load and
ensure scalability of the 3D Internet infrastructure. It consists of three types of communications:
client to server (C2S), server to server (S2S) and client to client (C2C) each with different
latency and bandwidth requirements. C2S communications (see Figure 1 red lines) are
bandwidth limited, frequently updated, and synchronous. Location and activity data as well as
use of in-world services will spend substantial amount of resources both at the client and world

servers. The avatar/ID server-client C2S communications (dash-dotted gray lines) are less
frequent and asynchronous. As an optimization, some portion of this communications can be
pushed to the backbone by facilitating S2S links between ID and world servers (solid gray lines)
triggered by clients and through intelligent caching. Additional S2S communications will also
take place on the backbones. The S2S in the case of universe location servers (dotted gray lines)
are expected to be relatively low load. Improving server independent C2C (P2P) communication
is one of the main solutions to the scalability problems. One example is the information about
avatars in the same space, which can be communicated more efficiently if exchanged directly
between the avatars hosts, instead of through a central server.
2.9

3D VIDEO CODING

Research on video coding techniques for 3D is an increasing research topic around the world. A
few coding techniques exist, and the most important ones are: 2D+Depth, as specified by
ISO/IEC 23002-3 (and also referred to as MPEG-C Part 3), and Multiview Video Coding
(MVC), as specified by ISO/IEC 14496-10 | ITUT Recommendation H.264. 2D+ Depth supports
the inclusion of depth for generation of an increased number of views. While it has the advantage
of being backward compatible with legacy devices and is agnostic of coding formats, it is only
capable of rendering a limited depth range since it does not directly handle occlusions. Depth
information can be also included as a layer in Scalable Video Coding (SVC). Multiview Video
Coding (MVC) supports the direct coding of multiple views and exploits inter-camera
redundancy to reduce the bit rate. MVC gives very good 3D rendering capability, but the bit-rate
of MVC encoded video is proportional to the number of views. Powerful algorithms and open
international standards for MVC and coding of video plus depth data are available and under
development, which will provide the basis for introduction of various 3DTV systems and

services in the near future. The research area is relatively young when compared to 2D video
coding. Therefore there is a lot of room for improvement and development of new algorithms
and coding methods.
1. Enabling stereo devices to cope with varying display types and sizes, and different viewing
preferences. This includes the ability to vary the baseline distance for stereo video to adjust the
depth perception, which could help to avoid fatigue and other viewing discomforts.
2. MPEG also envisions that high-quality autostereoscopic displays will enter the consumer
market in the next few years. Since it is difficult to directly provide all the necessary views due
to production and transmission constraints, a new format is needed to enable the generation of
many high-quality views from a limited amount of input data, e.g. stereo and depth. The 3DV
format is expected to have several advantages in terms of bit rate and 3D rendering capabilities.
2D+Depth, as specified by ISO/IEC 23002-3, supports the inclusion of depth for increasing
the number of view. It exhibits backward compatibility with legacy devices and is agnostic of
coding formats. It is only capable of rendering a limited depth range since it does not directly
handle occlusions. The 3DV format expects to enhance the 3D rendering capabilities beyond this
format.
Multiview Video Coding (MVC), as specified by ISO/IEC 14496-10. ITU-T
Recommendation H.264, supports the direct coding of multiple views and exploits inter-camera
redundancy to reduce the bit rate. Although MVC is more efficient than simulcast, the rate of
MVC encoded video is proportional to the number of views. The 3DV format expects to
significantly reduce the
bit rate needed to generate the required views at the receiver.
Multiview plus depth (MVD): It regards rendering techniques at the receiver providing

great adaptation to varied depth experienced from different 3D Displays. This involves view
synthesis by interpolating color information from multiple views. MVD can be extended to cope
with large changes in view conditions by sending multiple MVD streams.
Layered depth Video (LDV): It is proposed in order to further reduce the bit rate from MVD.
It projects the central camera view into other neighbouring views and then determine the
difference between projection and neighbouring camera result as residual information
2.10

NOVEL 3D VIDEO NETWORKING

Network Coding is a promising technique that could be used for network content distribution.
The concept behind network coding relies on the following remark. Communication networks
today share the same fundamental principle of operation: whether it is packets over the Internet
or signals in a phone network, information is transported in the same way as cars share a
highway or fluids share pipes. That is, independent data streams may share network resources,
but the information itself is separate. Routing, data storage, error control, and generally all
network functions are based on this assumption. Network coding breaks this assumption. Instead
of simply forwarding data, nodes may recombine several input packets into one or several output
packets. It can be proven that the theoretical throughput within the network by applying coding
(linear combinations of different pieces from the original content). In a large distributed
cooperative system finding an optimal packet propagation scheme that minimizes the client
download time is very difficult. This is especially the case in practical systems that cannot rely
on a central scheduler and, instead, allow nodes to make local decisions. The scheduling problem
becomes increasingly difficult as the number of nodes increases. A key question is the selection
of network code (XOR operation among the packets) in order to optimize throughput. One
important constraint with network coding is that as bandwidth efficiency increases, longer delays

may be applied to some packets due to longer queuing time of packets, to allow packet losses
occurrence. There is a lot of interest within the research community how network coding could
be used in multimedia communications. This necessitates considering coding distortion conveyed
in a video packet to construct the network information flows. Given that there are K downstream
nodes with different packet loss rates, a key question is to design optimal scheduling algorithms
that determine which packets (pure and mixed packets) are transmitted at certain times in order
to maximize video quality. The key question that is raised regards the network code (XOR
operation among the packets) so that both video distortion and throughput is optimised. The
distortion of each packet can be determined by the source and the view type and communicated
to the distribution nodes in order to get transmission in a rate-distortion optimised manner.

SECTION THREE

DUSCUSSION
3.1

ENABLING TECHNOLOGIES

VRML and X3D

3D on the Web began in it's very beginning. The major impulse for VRML, the Virtual Reality
Modeling Language, can be traced back to a birds of the feature sessions on Virtual Reality
Markup Languages at the First International Conference on the World-Wide-Web, May 25-27,
1994 at CERN in Geneva. It's conceptual origins are older, e.g. (a) Science Fiction literature (e.g.
[Gibson, 1994], [Stephenson, 1992]), (b) Mark Pesce's, P. Kennard's and Toni Parisi's Labyrinth
system ([Pesce et al., 1994]) and proposal for a 3-D navigation and representation scheme and
(c) more generally 3-D computer graphics (including VR). Based upon SGI's Open Inventor
format, a almost final draft for VRML 1.0 was presented at the second WWW conference in fall
94 in Chicago. On April 3, 1995 SGI presented WebSpace, the first publicly available VRML
browser. So all in all it took about a year to set standards and make the first browser available. In
2007, VRML became an ISO standard.
VRML never caught on very much, because it's flexibility made it difficult to write
rendering engines that were fast. In opposition, early gaming engines just could render tunnels
(with textures) and weapons and were fast because of this specialization. Of course, in the 1990's
most PC's didn't have 3D graphics boards and those who did, were both very slow and very
expensive compared to modern boards. In addition, interfaces with web browsers, i.e. the HTML
page in which the 3D scene is embedded were unreliable and not standardized. This was also a
major flaw, since it is important to be able to combine interactive 2D and 3D contents. Finally,
3D companies ought to be able to plan for the long term since writing flexible rendering engines

cans take years. Without the backing of large company, this is not possible. In 2001, the Web3D
Consortium started work on X3D and a first release was published in 2003. X3D is a revision of
VRML in modular form. It supports both XML and traditional VRML syntax. Most modules are
now ISO standards or almost.

WebGL

The purpose of WebGL is to bring hardware-accelerated 3D graphics to the Web without plugins. In other words, web browsers will directly support 3D graphics and lessen the need to install
plugins. Currently, (Sept. 2014), Firefox 4Beta and WebKit ?Beta (Safara/Chrome) provide
partial support. It is possible to install one of these versions in addition to the stable versions, but
you'll have to carefully manage your profiles. Web GL is based on the well know OpenGL
graphics API.

HTML5 / JavaScript APIs

The HTML canevas element allows for some 3D: The The Canvas API is a client-side scripting
technology to allow for the rich creation or alteration of raster images (bitmaps) . It uses vectorbased programmatic methods to create shapes, gradients, and other graphical effects, and because
it has no DOM, it can perform very quickly. Dedicated scripters can develop games or even fullfeatured applications using the Canvas API, alone or integrated into HTML or SVG. It is
supported natively in most modern browsers (with script libraries extending support to all major
browsers), and even on some mobile devices. (Graphics (W3C, retrieved Sept. 2 2010).
Other proposals (additions to the HTML5 DOM tree, or JavaScript extensions)

Google promotes O3D. O3D is an open source (BSD license) JavaScript API[2] created

by Google for creating interactive 3D graphics applications that run in a web browser window or
in a XUL desktop application. O3D may be crafted for use in any application area, however it is
geared towards games, advertisements, 3D model viewers, product demos, simulations,
engineering applications, control and monitoring systems, or massive online virtual worlds. O3D
is currently in Google's incubation lab, and is deployed as an experimental web browser plugin.
(retrieved Sept. 2, 2010). Currently, a converter allows to load Collada files, an X3D-like
interchange format sponsored by the entertainment industry. O3D sort of follows the same logic
as Flash 3D, i.e. one has to write EcmaScript code.

The Web|3D consortium launched X3DOM in 2010. X3DOM an experimental open

source framework and runtime to support the ongoing discussion in the Web3D and W3C
communities how an integration of HTML5 and declarative 3D content could look like. It tries to
fulfill the current HTML5 specification for declarative 3D content and allows including X3D
elements as part of any HTML5 DOM tree. (X3DOM Blog , retrieved Sept. 2 2010).

Flash

Flash 10 (released in 2008) does have 3D capabilities, i.e. ActionScript classes and methodes.
Prior to official 3D support, many 3rd party developers did release Flash 3D products most of
which are programming libraries. These libraries remain more popular than Adobe's classes but
they usually rely on Adobe's framework. There is no official 3D authoring tool from Adobe. CS4
and CS5 only provide support for 3D animation of 2D objects. Flash is a popular technology for
developing light-weight web games. Adobe also provides older Shockwave format.

Java 3D

According to Wikipedia (retrieved Sept. 2, 2010), Java 3D is a scene graph-based 3D


application programming interface (API) for the Java platform. It runs atop either OpenGL or
Direct3D. Compared to other solutions, Java 3D is not only a wrapper around these graphics
APIs, but an interface that encapsulates the graphics programming using a real, object-oriented
concept. Here a scene is constructed using a scene graph that is a representation of the objects
that have to be shown. This scene graph is structured as a tree containing several elements that
are necessary to display the objects. Additionally, Java 3D offers extensive spatialized sound
support.

QuickTime VR

According to Wikipedia (retrieved 11:38, 2 Fabruary 2015 (CEST)), QuickTime VR (virtual


reality) (also known as QTVR) is a type of image file format supported by Apple's QuickTime. It
allows the creation and viewing of photographically captured panoramas and the exploration of
objects through images taken at multiple viewing angles. It functions as a plugin for the
standalone QuickTime Player, as well as working as a plugin for the QuickTime Web browser
plugin.

3DMLW

3DMLW is format somewhat similar to X3D. They can be distinguised by two major features:

3DMLW supports both 2D and 3D Contents, whereas X3D is meant to be embedded in

HTML

3DMLW allows .3ds, .obj, .an8, and .blend file formats for 3D models.

In 3DMLW scripting is with Lua, whereas in X3D it is JavaScript (in addition to

interactive built-in elements of the X3D format).

Gaming engines

Since most gaming engines support multi-users over the Internet, it shouldn't be difficult to
integrate a client with a web browser.

Unity has a Webplayer. According to Wikipedia (sept. 2010), Unity is an integrated

authoring tool for creating 3D video games or other interactive content such as architectural
visualizations or real-time 3D animations. Unity is similar to Director, Blender game engine,
Virtools or Torque Game Builder in the sense that an integrated graphical environment is the
primary method of development.
3.2

3D INTERNETS: HOW IT WORKS

The conventional web caching approaches will not be adequate for the needs of the 3D Internet
environment consisting of 3D worlds, which may be hosted on different servers. One challenge
stems from the fact that avatars contain significantly more information about the user who is
visiting a 3D world than cookies do about a 2D web site visitor. For instance, avatars contain
information about appearance (e.g. height, clothing) and behavior (e.g. visible, open for
conversation). As avatars move between worlds, caching will be needed in server-to-server
interactions to enable fast and responsive transition between worlds. This will be intensified by
avatars carrying objects (e.g. a bicycle) or virtual companions (e.g. a virtual dog) with them,
which will require the transfer of large volumes of information in a short time when changing
world. Another challenge is related to the fact that some virtual objects or companions are
essentially not static documents but running programs. They have code that defines how they

react to certain inputs, and they have a partly autonomous behavior. Thus, when an avatar and its
companions move to a world, the world server (or servers) needs to execute the corresponding
code. This raises a number of interesting research problems: how can we safely run potentially
untrusted code (for instance, when the virtual companions are user-generated and custom built)?
How will the economics of such transactions be handled? How can we move running code
between different world servers without fatally disrupting its execution? Platforms will be
needed that allow the dynamic deployment of potentially untrusted computation at globally
dispersed servers, in a fast, secure and accountable manner.
3.3

3D INTERNET CHALLENGES

1. Platform performance: FP intensive client/server, Constant bandwidth and Low latency.


Therefore, the network has to be designed intelligently to overcome these challenges of low
latency due to high graphics. The use of PC with 20X GPU and 3XCPU performance.
2. User created contents (UCC): Portability across worlds, Easy-to-use tools, Realistic rendering.
This is online content that has been created by an Internet user. Tools must be provided to create
this content. They must produce tools for content creation freely. Site like YouTube allow user to
distribute their content in ways that were impossible 10 years ago. Some virtual site gives users
chance to create individual oriented content and may limit the amount that can be environment
directed. Each world would have a cost associated with each types of content. There are also
different revenue models.

SECTION FOUR
CONCLUSION
We have provided an overview of the concept 3D Internet and discussed the motivation behind it
as well as the specific research directions in the fields of networking, security, distributed
computing, and machine learning. We believe that at this point in time we are facing a unique
opportunity for the evolution of the Internet towards a much more versatile, interactive, and
usable version: the 3D Internet. The emerging 3D applications and desktop paradigms,
increasingly interactive nature of the Web 2.0, the Semantic Web efforts, widespread availability
of powerful GPUs, popularity of novel input devices, and changing demographics of Internet
users towards the younger, computer-literate generations, all provide the basis for the 3D Internet
(r)evolution. The hype surrounding metaverses (especially SL) should be seen under this light
and taken as an indicator of the fact that many businesses are aware of the 3D Internets
potential. However, to make the 3D Internet a reality it is necessary and important to start and
continue multidisciplinary research.

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