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Building Moving Worlds on the Web | |
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Silicon Graphics Incorporated Staff | |
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Figures | |
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Examples | |
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Foreword | |
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Acknowledgments | |
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About This Book | |
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What This Book Contains | |
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How to Use This Book | |
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Conventions Used in This Book | |
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Related Reading | |
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About the Aztec Site | |
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Credits | |
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The Changing VRML World | |
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Introduction | |
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3D Models versus 2D Images | |
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Cutting-Edge Technology | |
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A Brief Look at the Development of VRML | |
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What's New in VRML 2.0? | |
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Enhanced Static Worlds | |
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Interaction | |
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Animation and Behavior Scripting | |
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Prototyping | |
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VRML File Information | |
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Getting Plugged Into the World Wide Web | |
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Locating Documents on the Web | |
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Browser and Server | |
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Viewing VRML Scenes | |
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Types of Internet Access | |
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Gateway Service | |
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Dial-Up Direct Connection | |
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Dedicated Direct Connection | |
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Finding an Internet Service Provider (ISP) | |
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VRML Browsers | |
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Creating VRML Scenes | |
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Publishing Your Work | |
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Exploring and Building a World | |
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Exploring Aztec City | |
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Do-It-Yourself Tour | |
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Guided Tour | |
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On Your Way | |
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The Eagle Lands | |
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Temple of Quetzalcoatl | |
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At the Base of the Temple | |
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Texture Mapping to Add Details | |
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View from the Top | |
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Reusing Objects | |
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Exploring the Shrines | |
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Traveling through Time | |
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Building a World | |
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Creating Objects | |
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Using External Files: Inline Nodes | |
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Using Multiple Instances of an Object | |
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Linking to Other Objects | |
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Combining Objects into Worlds | |
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Looking at the Scene | |
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Interacting with the Scene | |
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Starting from Scratch | |
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Develop a Story Board | |
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Build Objects | |
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Add Animation and Scripts | |
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Refine and Test | |
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Moving On | |
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Building Objects | |
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Starting Your Temple | |
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Transformations | |
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Translation and the Standard Unit of Distance | |
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Rotation | |
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Scaling | |
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Combining Transformations | |
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Order of Transformations | |
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Geometry | |
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Simple Geometry Nodes | |
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Irregular Geometry | |
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Text (Flat) | |
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Appearances | |
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Appearance Nodes | |
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Materials | |
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Textures | |
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Prototypes | |
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Fields Versus Events | |
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Externproto | |
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Lighting, Sound, and Complex Shapes | |
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Lights | |
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Scope of Lights | |
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Common Attributes of Lights | |
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Attenuation | |
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DirectionalLight Nodes | |
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PointLight Nodes | |
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SpotLight Nodes | |
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Sound | |
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AudioClip | |
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Complex Shapes | |
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Terrain Modeling with the ElevationGrid Node | |
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Extrusions | |
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What's Next? | |
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Animation and User Interaction | |
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Events and Routes Revisited | |
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The Animation Event Path | |
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Triggers and Targets | |
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Timers | |
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Engines | |
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Animation Hints | |
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Scripting | |
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Script Node Syntax | |
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How Scripts Handle Events | |
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Special Functions | |
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Field Types in JavaScript | |
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Scripting and Animation | |
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Locate-Highlighting: A Glowing Skull | |
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Switching among Choices: The Eagle Has Landed | |
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Other Fittings | |
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Logic | |
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Computed Animation | |
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Advanced Scripting | |
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The Browser Script Interface (Browser API) | |
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Scene Hierarchy Manipulation | |
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Binding the Browser to a Node | |
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Network Access | |
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Multiuser Worlds | |
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Using Colors, Normals, and Textures | |
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Colors | |
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Specifying Colors Per Face | |
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Specifying Colors Per Vertex | |
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Lines and Points | |
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Normals | |
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Using Default Normals | |
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Specifying Normals Per Face | |
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Specifying Normals Per Vertex | |
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Advanced Textures | |
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What Is a Texture Map? | |
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Movie Textures | |
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Components of a Texture | |
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Combining Textures, Colors, and Materials | |
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Specifying Texture Co | |