1487
U
Use of Semantics to Manage 3D Scenes in
Web Platforms
Christophe Cruz
Université de Bourgogne, France
Christophe Nicolle
Université de Bourgogne, France
Copyright © 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited.
internet and 3d sCenes
Computer graphics have widely spread out into vari-
ous computer applications. After the early wire-frame
computer generated images of the 1960s, spatial
representation of objects improved in the 1970s with
Boundary Representation (B-Rep) modeling, Construc-
tive Solid Geometry (CSG) objects, and free-form
surfaces. Realistic rendering in the 1990s, taking into
account sophisticated dynamic interactions (between
objects or between objects and human actors, physi-
cal interactions with light, and so on) now make 3D-
scenes much better than simple 3D representations
of the real world. Indeed, they are a way to conceive
products (industrial products, art products, and so on)
and to modify them over time, either interactively or
by simulation of physical phenomena (Faux & Pratt,
1979; Foley, Van Dam, Feiner, & Hughes, 1990; Kim,
Huang, & Kim, 2002).
Large amounts of data can be generated from such
variety of 3D-models. Because there is a wide range
of models corresponding to various areas of applica-
tions (metallurgy, chemistry, seismology, architecture,
arts and media, and so on) (DIS 3D Databases, 2004;
Pittarello & De Faveri, 2006; SketchUp from Google,
2006), data representations vary greatly. Archiving
these large amounts of information most often remains
a simple storage of representations of 3D-scenes (3D
images). To our knowledge, there is no effcient way
to manipulate, or archive, extract, and modify scenes
together with their components. These components may
include geometric objects or primitives that compose
scenes (3D-geometry and material aspects), geomet-
rics transformations to compose primitives objects, or
observation conditions (cameras, lights, and so on).
Diffculties arise less in creating 3D-scenes, rather than
in the interactive reuse of these scenes, particularly by
database queries, such as via Internet. Managing 3D-
scenes (e.g., querying a database of architectural scenes
by the content, modifying given parameters on a large
scale, or performing statistics) remains diffcult. This
implies that DBMS should use the data structures of
the 3D-scene models.
Unfortunately, such data structures are often of dif-
ferent or exclusive standards. Indeed, many “standards”
exist in computer graphics. They are often denoted by
extensions of data fles. Let us mention, as examples,
3dmf (Apple’s Quickdraw 3D), 3ds (Autodesk’s 3D-
Studio), dxf (AutoDesk’s AutoCAD), ft (Multigen’s
ModelGen), iv ( Silicon Graphics’ Inventor ), obj (
Wavefront/Alias ), and so on. Many standardization
attempts strive to reduce this multiplicity of various
formats. In particular, there is Standard for the Ex-
change of Product model data (STEP) (Fowler, 1995),
an international standard for computer representation
and exchange of products data. Its goal is to describe
data bound to a product as long as it evolves, indepen-
dently of any particular computer system. It allows fle
exchanges, but also provides a basis for implementing
and sharing product databases. Merging 3D informa-
tion and textual information allows the defnition of the
project’s mock-up. As a matter of fact, 3D information
describes CAD objects of the project and textual added
information gives semantic information on geometries.
The main issues are the sharing and the exchange of
the digital mock-up. The next section explains how we
use a digital mock-up to create an information system
with the help of the semantic included in geometric
information. Information is exchanged and shared
through a Web Platform.
baCKgroUnd
With the emergence of new powerful computers, the
3D models created by computer-aided design tools are