Royalty-free ( RF ) material subject to copyright or other intellectual property rights may be used without the need to pay royalties or license fees for each use, per each copy or volume sold or some time period of use or sales.
26-408: X3D ( Extensible 3D ) is a set of royalty-free ISO/IEC standards for declaratively representing 3D computer graphics . X3D includes multiple graphics file formats, programming-language API definitions, and run-time specifications for both delivery and integration of interactive network-capable 3D data. X3D version 4.0 has been approved by Web3D Consortium , and is under final review by ISO/IEC as
52-490: A copyright license where the user has the right to use the picture without many restrictions to the licensor. The user can therefore use the image in several projects without having to purchase any additional licenses. RF licenses can not be given on an exclusive basis. In stock photography , RF is one of the common licenses sometimes contrasted with Rights Managed licenses and often employed in subscription-based or microstock photography business models. When something has
78-873: A draft JSON encoding. Semantic Web support has also been demonstrated by a Turtle encoding. X3D became the successor to the Virtual Reality Modeling Language (VRML) in 2001. X3D provides multiple extensions to VRML (e.g. CAD , geospatial , humanoid animation , NURBS , etc.), the ability to encode the scene using an XML syntax as well as the Open Inventor -like syntax of VRML97, or binary compression, with strongly typed APIs including ECMAScript , Java , Python and other programming languages. X3D rendering includes both classic (e.g. Blinn-Phong ) and modern physically based rendering (PBR) methods matching glTF 2.0 capabilities. Use of custom shaders using three platform-specific shader languages
104-418: A form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics , such as video games , in order to provide lighting effects such as global illumination at a relatively low computational cost. John Carmack 's Quake
130-433: A human can be protected by copyright. Since generative AI models derive their source material from a countless amount of human-generated content, it is not easy to define who owns what percentage of the rights to the results. However, larger firms which offer AI stock images such as Shutterstock sell those AI images under royalty-free licenses. Lightmap A lightmap is a data structure used in lightmapping ,
156-788: A lightmap is determined by the scale. Lower scale values mean higher quality and more space taken on a lightmap. Higher scale values mean lower quality and less space taken. A surface can have a lightmap that has the same area, so a 1:1 ratio, or smaller, so the lightmap is stretched to fit. Lightmaps in games are usually colored texture maps. They are usually flat, without information about the light's direction, whilst some game engines use multiple lightmaps to provide approximate directional information to combine with normal-maps. Lightmaps may also store separate precalculated components of lighting information for semi-dynamic lighting with shaders, such as ambient-occlusion & sunlight shadowing. When creating lightmaps, any lighting model may be used, because
182-739: A revised International Standard (IS). X3D is specifically designed to work across diverse devices by using the Web Architecture. X3D provides a range of 3D functionality through Profiles, from basic asset Interchange and CADInterchange to Interactive, MPEG-4 Interactive, Medical, Immersive, and Full Profiles. Anatomically thorough support is also available for Humanoid Animation (HAnim) body structure and motion. The ‘X’ in X3D means Extensible: custom vendor and research component extensions can be added to standard functionality. X3D file format support includes XML , ClassicVRML, Compressed Binary Encoding (CBE) and
208-439: A royalty-free descriptor, that does not mean it is free. Copyrighted work is protected from use by others without formal permission and royalty payments. Royalties are a percentage of earnings that are paid to an intellectual property owner/ content creator. The licensing (and/or copyrighting) of AI-generated images is not legally recognized yet. Most jurisdictions, including Spain and Germany, state that only works created by
234-598: Is also defined. Authors can employ rich multimedia capabilities including various image and movie formats. Fully spatialized aural rendering applies W3C Web Audio API capabilities, plus audio inputs digitized using MIDI 2.0 or other sound formats. All X3D file encodings and programming-language APIs have equivalent expressive power, matching functional definitions in the X3D Architecture standard. Thus X3D can work with open standards including XML , Document Object Model (DOM) , XPath and others. The VRML representation
260-432: Is still too slow to perform on modern hardware in most 3D engines. Photon mapping can be used to calculate global illumination for light maps. In vertex lighting , lighting information is computed per vertex and stored in vertex color attributes . The two techniques may be combined, e.g. vertex color values stored for high detail meshes, whilst light maps are only used for coarser geometry. In discontinuity mapping ,
286-449: Is the same as VRML § Example , except that the version numbers are changed to reflect the latest X3D standard ( #X3D V4.0 utf8 ). An identifying DEF name is also applied as a node identifier (id). For JSON and binary formats, see Web3D for a list of tools. There are several applications, most of which are open-source software, which natively parse and interpret X3D files, including the 3D graphics and animation editor Blender and
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#1733085514860312-695: The Web3D Consortium . Formal review and approval is then performed by ISO / IEC . Liaison and cooperation agreements are also in place between the Web3D Consortium and the World Wide Web Consortium (W3C), Open Geospatial Consortium (OGC), Digital Imaging and Communications in Medicine (DICOM) and the Khronos Group . A subset of X3D is XMT-A, a variant of XMT , defined in MPEG-4 Part 11 . It
338-655: The 2000s, many companies such as Bitmanagement improved the quality level of virtual effects in X3D to the quality level of DirectX 9.0c, but at the expense of using proprietary solutions. All main features including game modeling are already complete. They include multi-pass render with low level setting for Z-buffer, BlendOp, AlphaOp, Stencil, Multi-texture, Shader with HLSL and GLSL support, real-time Render To Texture, Multi Render Target (MRT) and post-processing. Many demos shows that X3D already supports lightmap , normal mapping , SSAO , CSM and real-time environment reflection along with other virtual effects. Striving to become
364-665: The 3D standard for the Web, X3D is designed to be as integrated into HTML5 pages as other XML standards such as MathML and SVG . X3DOM is a proposed syntax model and its implementation as a script library that demonstrates how this integration can be achieved without a browser plugin, using only WebGL and JavaScript. X3D defines several profiles (sets of components) for various levels of capability including X3D Core, X3D Interchange, X3D Interactive, X3D CADInterchange, X3D Immersive, and X3D Full. Browser makers can define their own component extensions prior to submitting them for standardisation by
390-507: The Sun Microsystems virtual world client Project Wonderland . An X3D applet is a software program that runs within a web browser and displays content in 3D, using OpenGL 3D graphics technology to display X3D content in several different browsers (IE, Safari, Firefox) across several different operating systems (Windows, Mac OS X, Linux). However, X3D has not received as wide acceptance as that of other, more notable software applications. In
416-428: The actual implementation of the standard, even though the text of the actual specification is typically protected by copyright and needs to be purchased from the standards body. Most open standards are royalty-free, and many proprietary standards are royalty-free as well. Examples of royalty-free standards include DisplayPort , VGA , VP8 , and Matroska . In photography and the illustration industry, it refers to
442-609: The actual implementation of these standards. These royalties are typically charged on a "per port"/"per device" basis, where the manufacturer of end-user devices has to pay a small fixed fee for each device sold, and also include a substantial annual fixed fee. With millions of devices sold each year, the royalties can amount to several millions of dollars, which is a significant burden for the manufacturer. Examples of such royalties-based standards include IEEE 1394, HDMI , and H.264/ MPEG -4 AVC. Royalty-free standards do not include any "per-port" or "per-volume" charges or annual payments for
468-445: The amount of disk storage space, bandwidth/download time, or texture memory available to the application. Some implementations attempt to pack multiple lightmaps together in a process known as atlasing to help circumvent these limitations. Lightmap resolution and scale are two different things. The resolution is the area, in pixels, available for storing one or more surface's lightmaps. The number of individual surfaces that can fit on
494-512: The light. However, the actual softness of the shadows is determined by how the engine interpolates the lumel data across a surface, and can result in a pixelated look if the lumels are too large. See texture filtering . Lightmaps can also be calculated in real-time for good quality colored lighting effects that are not prone to the defects of Gouraud shading, although shadow creation must still be done using another method such as stencil shadow volumes or shadow mapping , as real-time ray-tracing
520-405: The lighting is entirely precomputed and real-time performance is not always a necessity. A variety of techniques including ambient occlusion , direct lighting with sampled shadow edges, and full radiosity bounce light solutions are typically used. Modern 3D packages include specific plugins for applying light-map UV-coordinates, atlas-ing multiple surfaces into single texture sheets, and rendering
546-455: The maps themselves. Alternatively game engine pipelines may include custom lightmap creation tools. An additional consideration is the use of compressed DXT textures which are subject to blocking artifacts – individual surfaces must not collide on 4x4 texel chunks for best results. In all cases, soft shadows for static geometry are possible if simple occlusion tests (such as basic ray-tracing ) are used to determine which lumels are visible to
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#1733085514860572-519: The price of reduced performance and increased memory usage. For example, a lightmap scale of 4 lumels per world unit would give a lower quality than a scale of 16 lumels per world unit. Thus, in using the technique, level designers and 3d artists often have to make a compromise between performance and quality; if high resolution lightmaps are used too frequently then the application may consume excessive system resources, negatively affecting performance. Lightmap resolution and scaling may also be limited by
598-419: The resolution of vertex lighting information, however the additional cost in primitive setup for realtime rasterization was generally prohibitive. Quake 's software rasterizer used surface caching to apply lighting calculations in texture space once when polygons initially appear within the viewing frustum (effectively creating temporary 'lit' versions of the currently visible textures as the viewer negotiated
624-401: The scene). As consumer 3d graphics hardware capable of multitexturing , light-mapping became more popular, and engines began to combine light-maps in real time as a secondary multiply-blend texture layer. Lightmaps are composed of lumels (lumination elements), analogous to texels in texture mapping . Smaller lumels yield a higher resolution lightmap, providing finer lighting detail at
650-520: Was designed to provide a link between X3D and 3D content in MPEG-4 (BIFS). The abstract specification for X3D (ISO/IEC 19775) was first approved by the ISO in 2004. The XML and ClassicVRML encodings for X3D (ISO/IEC 19776) were first approved in 2005. Royalty-free Many computer industry standards, especially those developed and submitted by industry consortiums or individual companies, involve royalties for
676-459: Was the first computer game to use lightmaps to augment rendering . Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve
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