---
title: WWDC1997 Session 304
framework: wwdc
role: article
path: wwdc/wwdc1997-304
---

# WWDC1997 Session 304

## Transcript

Kind: captions Language: en good morning this is the first QuickTime VR session and today we're going to talk about KPI stuff my name is David Palermo and I can't see anybody out there I'm the QuickTime VR evangelist so if you want to be seated with new stuff to test and everything go through me my emails Palermo and Apple comm like I said we're going to focus on API specific issues today it was another session at about 150 in room B that will talk about tools third-party tools excuse me Apple tools web kind of stuff and whatnot so be sure to join that one as well last night got my new Mac World magazine it's always nice to see another application supporting QuickTime VR this is July is anyone here from electric cafe clap if you are ok no one's here anyway a program called model shop 3.0 supporting QuickTime VR 2.0 so I thought that was pretty good news for those of you who don't have the API and would like it it's on this CD and every one of you should have this CD it's also on the technology speed which you have to request this was April's we started putting that on in April it will also be on the main CD so anyway I'm not going to talk too much here because I know you want to get into it Tim Monroe is going to bring you through a bunch of steps that you can do today using the API that was released a few months ago we will have the Windows version coming out as soon as QuickTime 3.0 for Windows comes out as well so the stuff that you see today will be cross-platform in a couple months ok Tim it's like take it come on can you hear me good that's the way to say yes I can't see out there so when I ask a question who does what clap to let me know you agree I really want to take only 50 minutes of talking I want leave I fully intend to leave 10 minutes for you guys to get into some Q&A with us to hear your feedback and get some get some reactions of what we're going to show you I have three goals today in the next hour the first thing I want to do is make it clear to you what the qtvr API will let you do now the trouble is - to do that I can just talk about the API I've got to do a little bit of groundwork to let you know what QuickTime VR without the API can let you do so that then you can see what added value the API gives you so the first thing I want to do is explain what value you get from the API that you don't get just from pure authoring the second thing I want to do is to motivate you to use the API I want to get you excited with the stuff we're going to show you I want to make you want to do that and give me your applications third thing I want to do is convince you that this isn't rocket science it's real easy to do so this is the complete API documentation in fact to bulk this book up we had to stick in the file format and the information on the movie controller to get a enough pages to print so the API is extremely powerful but it's not like the QuickTime documentation where you need to three-inch books to get through it ok let's talk about QuickTime itself for a minute or QuickTime VR this is a complete lie things have changed don't believe that slide that's not a lie and that's that's pretty close so what I'm going to do first is explain where VR what it provides you then talk about the API show you talk about media integration with the API and then get on to what I'd love to go to straight off which is the demos because I really think I really think they're fun thanks mom QuickTime VR is two technologies in one package one technology is the imaging of panoramas that's where you're standing at a point and you can look around you 360 degrees hopefully so that's the what we call a panorama movie or for short just panorama the other technology that VR gives you is object movies that's where you have an object in front of you and you can turn the object in various ways zoom in on it manipulate the object so these are just two separate things that you can do with VR a panorama is what you see in a panorama is uniquely determined by three factors your pan angle that is to say your horizontal displacement in the circle your tilt angle your vertical displacement up and down and your zoom factor or field of view those three things give you the image that you see on the screen in a panorama an object is a little bit more complicated it's got a pan it's got a tilt it's got a zoom or field of view it also has another feature called a View Center where you can take the object and just translate it right and left it's all my notes right here it's compressed quite heavily okay let's talk about 2.0 the current release of the VR technology is QuickTime VR 2.0 actually that's a lie but I'll talk about that in a second this was released in February we really wanted to get it there for the January Macworld but the testing the quality wasn't there we delayed it so you would have a quality workable product and I have to say just from using the API extensively it's really solid I have yet to find a really bad bug that won't let me do what I want it's a very solid API I pound on it every day and it does what I want it's really cool okay so we have panorama movies we have object movies and we have one other thing that I'm going to call a scene a scene is just a bunch of movies or nodes so each node can be either a panorama or an object when you link them together into a navigable doohickey you get what I want to call a scene so a scene is what you standardly think of is a QuickTime VR file it contains one or more nodes each node is either a panorama or an object and you can mix and match you can have objects and panoramas in a scene okay a lot of what I'm doing here is just laying the groundwork giving you some vocabulary that when I start talking about views or seams you'll know what I'm talking about okay see what we have here I won't be able to tell you everything I know today so or everything you need to know the program for further information you should get this book and I say that not simply because I wrote it but because you need it to do virtual reality programming the QuickTime VR also we are going to have articles forthcoming in mac tech magazine which expand a little bit on the book and actually overlap a little bit with what I'm going to talk about today and we also have source code that is on the CD that's in the back of the book that's a virtual CD and we will have the same source code and additional source code up on the the web and the URL indicated ok I don't want to get to that yet because I I need to talk more about just VR itself yeah maybe I don't what can you do with the QuickTime yes I do I'm going to backup a panorama is really the easiest to come to grips with a panorama is that like I said is just a 360 or last degree view of some location in space an object is and that's all there is to it really nothing more than that very simple making a panorama you just go out to some pictures stitch them together do a few magic tricks and you've got a panoramic movie object nodes are a little trickier in what they are an object really to shoot an object movie if you've done this you just go out and you take shots of the object from all the possible pan and tilt angles and then you organize those appropriately and when you organize them you come out logically with essentially a two-dimensional matrix you've got your differing tilt angles this way your different pen but just imagine you have a whole bunch of photographs of that object now a cool thing that you can do with objects imagine you just picked one of those photographs at random and replaced it with a series of photographs shapes suppose possibly showing that object doing something from that particular pan and tilt angle when you do that and when you play the movie you will get an animation effect which consists of playing those different frames at that pan and tilt angle that's what's called an animated object but that's also called frame animation so a given view that is to say a given pan tilt angle may have one or more frames that are played in order when you go to that pen until diagonal now there is no analog of frame animation with panoramas that's why I say they're easier to get your mind around there's one other kind of animation or one other thing that I have to mention which is so we've got this 2-dimensional grid of movie frames some of which may be multiple frames giving you frame animation now imagine that behind some or all of these frames you stick some more frames which again may be the frame animated those are different view states of the object so you can have several hundred view States at a given pan and tilt angle the the most popular view States for an object our button up view States that is to say that's the picture or the image that is displayed when the button is up and you also have a button down view state which may be different and they you've probably seen demos of clicking and you get different image when the mouse is down we'll see an example of that later okay I think that's most of the the groundwork that I need to do to get into talking about the the VR manager what can you do with a VR manager well you can play with the view angles the pan tilt field of view programmatically in your program you can say set the pan angle to 180 degrees and zoom you'll go right over there you can play with the hotspots that may exist in the panorama or the object now hotspots are really one of the hidden features of VR and one of the reason they don't get a lot of airplay is that the VR movie controller that is to say the current playback mechanism does special things to only one kind of hotspots namely link hotspots if you click on a link hotspot you will magically go to the node that is linked to that hotspot now that isn't the only thing you can do with hotspots with the API and I just make a plea to you content developers the people that are going to the grunt work of taking the photographs stitching them all together putting in the link hotspots please when you're doing that put in lots of other hotspots because the programmer can use those other hotspots to do cool things the added data that's put into the file to have 10 hotspots in it in a node as opposed to - it's negligible and it's really hard to go back in and add hotspots to a movie that that I get off the net or something so please when you're doing your link hotspots outline lots of things in the indie pano or in the object and your programmer will be very happy that you did you can use the API to trigger hotspots programmatically enable or disable them dynamically lots of other things you can use the QuickTime VR manager to change or query characteristics of the object for instance if a pan tilt angle does have a frame animation you can make that faster or slower turn it on turn it off do all sorts of things with the object you can modify the image characteristics the quality of the image that's being displayed you can get information about the entire scene or about a particular node you can find out if there are any hotspots in that node you can do all sorts of node related things you can tweak the memory usage if need be you can request for instance that the entire panoramic image be read into memory if that's crucial to you and the last thing and I think the most important feature that the VR API or the QuickTime viewer manager gives you is the ability to hook into its operations at selected times I use these hooks all the time and they're they're just great so what are your hooks you can have mouse over hotspot procedures so for instance when I move the mouse over a hotspot you could have a procedure get called at that time what you do and that procedure is up to you you could do some cool things you could play a sound you could run a video and this thing is actually quite smart you can configure it so that your procedure is called only when the mouse is first moved on to that hotspot or you could be called for as long as the Mouse's over that hotspot or you could be called only when the mouse leaves the hotspot so there's a lot of functionality here that you can play off of another important hook is are the note entering and node leaving procedures when I go from node a to node B I could have something happen as part of that transition from node to node and the node entering and leaving you're thinking why not could you roll those into one you can do different things depending on whether you entering the node or leaving it one important thing feature the node leaving procedure is you can say no I'm not leaving this node you can cancel the users request to go to node B not very nice perhaps but there would be cases which that would be a cool thing to do you can draw into the back buffer I'll explain that in a second okay let's back up remember I said panoramas you go take some pictures you run them through some magic software and you get this usually long horizontal picture that looks funny because it's warped it's it's warped because that's what the VR movie controller needs in order to take that data and display correctly on the screen these that image that you get is the output of your authoring process it's sort in the file what they do is you go in and you slice it up into some pieces and you take those pieces and store them in a video track in the VR movie file now you may not need all of those pieces at any one time so the VR controller goes out to the file brings in the pieces that it needs into what's called the back buffer so the back buffer is all or part of that warped source image of the panorama now you can if you want draw into the back buffer you can have a callback procedure that the controller will call you and say yo I've just got them back buffer would you like to do anything at this time you can draw into there there's a couple of gotchas that I'll talk about in a few minutes for doing that but that may be something that you want to do now once the back buffer is finished the that image which is warped it's corrected so that it can be displayed on the user's screen before that happens too ethically the corrected image the one that looks right is copied into a buffer called the pre-screen buffer if you want at that time you can draw into the pre-screen buffer now the basic difference this isn't entirely correct but the basic difference is if you want to draw something into the movie that depends on the current pan tilt angles and needs to be prospectively correct then you should draw into the back buffer if you want to overlay something like a heads-up display or a logo in the corner something that doesn't depend on the pan tilt or zoom settings of the view then you'll draw into the pre-screen buffer it's not entirely correct that I'm going to come back to that issue in a second to make it fully correct the final hook that is worth noting our intercept procedures if you don't like the way QuickTime VR does something you can intercept a call and change it or even cancel it for instance you might want to do something special every time the pan angle changes that's one of the functions that we allow you to intercept and so when the pan angle changes you get called you can do some work and then let VR do its thing now my job in the VR team so far has been to write sample code to play with the API one of the things I did was pick the low-hanging fruit that is to say I went out looked at the QuickTime media layer and said this stuff is cool I like sounds I like pictures I like QuickTime movies but else what we got up there I love 3d let's put that stuff into a vr scene let's put it into a panorama no let's put into an object node let's bring these movies alive so let's take all this wonderful multimedia content and make it usable within the VR sphere of operations so these were the things that I looked at first like I say these are the obvious things that you'd want to play with and I will talk about the first four of those the last two actually speech recognition was the first little sample I wrote it seemed to me just too cool are too boring actually to have to manipulate this thing with the mouse so I went in and used the speech recognition manager to let you give it directions like let's pan 90 degrees left and it worked like a charm it's really cool I won't demo that here today but the source code for that app is in the book or on the web and another medium is time you may want to do some things in your panorama after a certain amount of time has elapsed so that's another medium that we can integrate into our VR world so I'm going to talk a little bit about how I went about integrating these various features and I will get to a demo I promise you sounds are easy to overlook that they add so much to the virtual experience that we can provide here I've just sort of categorized some of the things I wanted to achieve when I started working I definitely wanted ambient sounds if I'm in traffic I want to hear traffic if I'm inside a museum I want to hear footsteps clapping away okay so those ambient sounds I want localized sounds if I've got a faucet and it's dripping I want to hear it louder when I turn to that faucet and I want it to be softer when I turn away now localize sounds was a no-brainer and I have the brains to make that decision I'm going to use sound sprockets so I went in very easily hooked sounds Rockets up to VR and got localized sounds now I didn't go to the gain sprocket session the other day what is the word on sprocket this is going to be cross-platform did anybody go what did they say okay that's the trouble it's a Mac thing and worse yet it's a PowerPC thing okay you can't run some sprockets on the 68 a for a while that didn't bother me and then it started to bother me so I said look I don't need all of sound sprockets to get localized sound I know the sound manager I can use its volume command to pan right and left and do the right thing so that's what sound sprocket is it's my mini version of sound sprockets that is perfectly good for VR uses another thing another med container you may find your sounds in you may want to play QuickTime soundtracks or QuickTime MIDI files and it was surprisingly easy to integrate those into a VR shell sounds is I've discovered I haven't really prototype this a lot sounds are almost free they don't take any CPU overhead when I get to the demo I'm going to have four or five sounds going at once along with lots of other stuff and it's just for free so go out there and add some noise to your panoramas pictures and movies ok VR is cool but it's too statics and once you've gone and offered it and put it get put together the whole file it's hard to change so there's really a couple of ways that I have integrated pictures and movies really it's the same thing into a vr panorama the first thing is to draw into the back buffer okay now if you do that remember I said that the back buffer the data in there is warped it needs to be warped because it's a cylindrical projection and I don't know all the math but I do know that if I just go in and my back buffer prop and draw a square when that makes it to the screen it doesn't look like a square it's sort of like a pregnant square it's we've got sort of bowed out well that may be okay for you and if that's what you want then draw squares in the back offer and you'll get pregnant squares on the screen so you may need to warp the image yourself if you want it to look right on the screen and the algorithm to do that I believe is available is very simple however you might not need to do that I'm going to show you at least three movies that are accomplished by drawing into the back buffer that I didn't do any warping too and if I hadn't told you that you wouldn't be able to tell now you're going to say oh yeah it looks funny to me but no it doesn't look funny to you so you you probably don't need to warp it before you draw onto the back buffer the other thing you might need to do actually today you do need to do is the back buffer by accident really is you've got that image we did that to it it's rotated so if you want to draw some text you need to rotate it and then draw it it's not a big step it's not a big problem in fact I have a couple movies that I didn't even bother to rotate and you won't be able to tell okay that is a really good way to get movies or pictures into your VR content another way and this has advantages at times is to text your map the movie or the video onto a 3d object that you're embedding into the node this has event I won't go into them now if you want to talk about it later we can I do have some examples in the demo of where the video is achieved by texture mapping onto a 3d object oh good 3d objects how did I get 3d object why did I want to get 3d objects in the mine scene well again going out and photographing what's there is fine you may want to add stuff to it you may want to add objects that look 3d so one way you can do those is to use a 3d package such as quick-draw 3d and then put that into your scene and because of course you can move the object around if you want you can then get a 3d object in your Arsene that changes location or does all sorts of other things that's the basic idea there again it was hideously simple to do this you'll see the idea is that when the QuickTime VR view angles that it's a pan tilt and zoom change you change your quick-draw 3d camera settings you then render the image into a draw context you then copy what's in that draw context into the pre-screen buffer Y if you copy it into the back buffer bad things happen because it will be prospectively corrected again and you don't want that so you draw them into the pre-screen buffer and you're done you now have a 3d object could be say a 3d m-f model that you've read in in your panorama now you might be asking and this is a good question why didn't I just render the darn thing into the pre-screen buffer why do I need the extra copy bit step very simple quick draw 3d nowadays erases the back the draw context before you draw into it and if you are drawing into the pre-screen buffer and you erase that buffer you are out of luck because your panorama is gone your 3d objects are there but your panorama is gone so you need currently you need the extra step of drawing to a buffer and then copying to the pre-screen buffer isn't hard there is a performance penalty but that's life finally the last thing you need to do is a little bit of housekeeping if the user resizes the window you need to resize your draw context [Applause] applause are much appreciated okay yeah yeah yeah all right let's get the demo machine up here hello oh there we go okay I'm going to do this demo in two steps I'm not going to show you the good stuff first why because you would take it for granted if I did that you wouldn't respect me in the morning what I need to do is give you a before and an after look at what I've done okay so the first thing I'm going to do is walk you through a scene the way it is now and then I'm going to close it open it again and walk you through it in a little bit nicer manner one thing that I get for free here is there actually are some really cool things you can do just from an authoring point of view and we'll see a couple of those so what I'm about to launch is what's called WWDC demo this is the exact file that is on the QuickTime 2.0 authoring tool suite CD with one change made which goes back to hotspots I had to go in and add some hotspots so that I could get some cool behaviors when I click those hotspots but aside from that this is exactly the V seam the file that is available on the CD in the book I haven't done anything else now notice I just went and I double click the file and what application that I get I got movie player' wonderful alright so here I am we are in San Francisco outside a photographer's studio okay sure is quiet out here on the street okay now here's something cool okay don't don't close your eyes I'm going to click on this door you can see that when I over the door I get a little arrow showing that there's a hot spot there I can come down here and actually show the hot spots there that the original file had only one hot squat the door itself I've gone in and added hot spots I'll just twirl around here you can see that I've added some hot spots there in the scene that we'll use later okay so let's hide the hot spots now watch what happens when I click the door it opened I got dynamic behavior without using the API how did that happen what you saw first was a panorama you saw me spin around when I click the door I went to an object node it's an animated object node and the frame animation consisted of the door opening so right now we're looking at an object node we are not in a panorama anymore I'll prove it to you I can't pan around no matter how hard I try I'm stuck on this view oh darn okay notice can you read that out there just click on door way to enter so I clicked on the doorway it opened up and now I have to click on it again to enter let's do that and now we're inside the studio in a little reception area now let me turn back around here there's the door it's open there's the outside that we just saw and when I came in I wasn't looking straight ahead like that I was looking off like that I find that kind of disorienting when I go in the door I don't go in like this I go in straight and I expect to see what's straight ahead of me so I'm going to fix that problem I don't want a problem I'm not dissing the file format I'm going to enhance the user experience going in that door let me show you one I shouldn't do this but I will if I go back out the door I'm in my panorama again okay so here's what happened I'm in node one I go to the object node which actually is number 49 for those who are interested then when I click the door I go to node two from node two clicking the door I go back to node 1 so I've skipped the object out in between the only reason that object node is there is to give you that wonderful experience of the door opening let me show you a quark though so I'll come back here I'll open the door I'll go inside now you see this little arrow button right down here it says back that takes me to the previous node where's it going to take me 49 bingo whoops ah there it is the object node okay that in that that's the way it should do it because you told me to go back to the previous node and I went back to the previous node a better experience would be to go back to node 1 that's the kind of thing you could use the API to fix up all right let's go inside here I'm in the hallway now I'm in a reception pan oh I can look around there's a staircase going up and there's some more stuff over here let's go up first now we'll look around up here we're going to room it's got a toilet ok we could do some fun things with that and oh there's a TV set let's zoom in on that it looks like some people let's click there and they're all around us is a panorama of the QuickTime VR team at the time that was taken now notice this let's look at the hotspots everybody's head is a hotspot if I move the mouse over people's heads what do I get I get their name the default behavior of the quick time via our movie controller is to display the name of the hotspot in that little text field so to get this behavior all you have to do is name your hotspots correctly so we can move around look at the wonderful team there's only one problem with its node and that is I'm not in it I didn't make it to the picture that day there's a problem that could be solved okay let's go back out this is going to take us back to that room now did you notice that let's do that again I went in and looked at my TV I clicked and I'm looking at my TV how many people crawl out of their TVs backwards I crawl out of my TV front words so this is where I should be looking over there that's what I want to see okay I'm getting angry here this is really what for what you're kidding okay then let's quit this jeez I didn't know it was taking so long up all right let's fire this up I may have to bag the Q&A because you don't want to miss this but there is a feedback form later okay I'm this is application that I wrote that it's only job in life is to integrate media into VR movies it's going to take a second to load I apologize it hasn't crashed there we are let's just hide the desktop hey some ambient sounds okay the windy day inside oh yeah there's a car alarm if you get over here at the wrong panel you set off a car alarm edie people across the street are playing some music the music is directional if I say I don't like that music I gotta turn my back on it and it goes away or I can come back rip it off I don't know about you but I have never heard of graffiti left I click there here is video in the panorama this is a QuickTime movie being drawn into the back buffer does the warping matter no you can't tell that that's not pre water it is rotated okay and qtvr rules and what does it stay fluffy was here okay d alright now notice I can't get in the door there's no hot spot there now I've got to be poor I ring the doorbell now I can go in the door alright creaky door I go and I'm looking straight ahead now when I turn nicely okay thank you very much go up to the room there's our TV hey what happened at the team picture Wow let's zoom in Wow oh we got some video okay that's cool again directional sound if I turn away I don't hear it I hear it let's click the channel okay let's change channels [Music] change channel well there's what we want let's go in thank you we have an overlay logo pre-screen buffers stuff we still have the names but hi this is Matt Schaefer hi I'm Richard man drive mouse over I'm just moving the mouse over and I'm getting good for reality digitized sound this is a segment I call the deadheads they don't do anything here here's fluffy and finally there's somebody looking down on the team from that window up there the right person okay let's get out of here okay now I did not come out of the TV said backwards this time gotta do that come back down you should know that I like model trains we'll go to the next one this is my holographic model train let's zoom in on that get a little good look at how that's working again this is straight drawing the QuickTime movie into the back buffer and this is a computer-controlled train if I click here it stops I touch again it goes every trains got a whistle okay now one thing I didn't show you before because I was talking too much with this great stereo now just pure authoring they have the ability to change the sound but if you've ever played with this you know that the sound shot was choppy as you moved from volume level to volume levels because it had to stop and start again at the new volume level here I've got total smoothness with my own sound hey that's cool let that little pan and tilt here got my own balance control okay [Music] I forgot to tell you San Francisco is a seismically active area anything could happen that looks much better in smaller size because I'm just changing pad and shields angles this thing was actually up on the shelf but it fell down I'm going to put it back up there and I got a hurry of what I could show you a lot of stuff here but it's time to go to Mars just one second one oh man our fire planned that whole transition was just a QuickTime movie I went in took a snapshot of before it took the snapshot of after did some work actually I didn't do it but somebody did some work in Adobe something or other did the nice cross fade and we get we get that night look I got to do that again that's too much fun okay let's go back did I hit back let's go in the door again and we're on Mars and we get to hear neon Oh everybody Neal was in Ohio and cars are right by our friend we have any Buckeyes in the audience all right okay now that before I didn't get this far but that earth wasn't there before I guarantee you and that is just a quick draw 3d object with your little world map from the scrapbook texture mapped onto it that's why we'll see in a second the International Dateline is very prominent because those are the edges of that picture hold on a second do I need to here we go see that International Dateline you thought it was just imaginary okay let's come back out here we're just about done now again I went in added some hotspot I'll show you where they are uh-huh okay you know what I'm thinking you know what I'm thinking sorry guys houston we have a problem okay let me turn off my heads-up display this is the last effect you're going to see there you saw it we saw a QuickTime video we saw sound we saw 3d objects hey a mini track what's fun and here comes the dancing logo that's what I've got to show today and let's just see if it's what is that is that a 3d object yeah [Music] there you got it QuickTime media layer all-in-one package 3d VR video sound you name it we got it okay let's put that do we have any time left for QA I apologize okay let's do it any questions let me bring up the engineering team we have Ken Doyle John Mirada is he here and Bryce Wilson are the main people to blame for this fun and let's get some questions John is not here oh here it comes okay let's start over here you're there first hi Lauren paradeen from vide onyx do you have any hooks for hardware acceleration not yet is this thing working yep okay not yet we don't that's something we're looking at in the future but for 2.0 hardware acceleration isn't there yet but it's definitely our minds hey okay over here have you mentioned occasional number of times that windows API won't be out so QuickTime 3.0 comes out that's right QuickTime 3.0 comes out it'll still use the QuickTime VR 2.0 same API calls the API will be the same where you know there are some slight slight updates between the 2.0 release and the release will have when the QuickTime VR for Windows comes out but it essentially do the same and there should be some performance enhancements I think by that time so we can use the quick time 2.0 API for Windows now to start planning yes over here any chance of having stereo perspective views possible right we've done some work with that I know that we're talking about stereo panoramas right Qaeda and I believe now sells a capture rig for that and of course you can render it and we've done some work I can't necessarily say anything about built-in support but we've certainly done some work and I know you can do it with the API because that's all we've used to do it to play back those that combining them at runtime for whatever kind of a viewing device that you have available to you should see that a sample could some time and not drill this in the future great thanks great work for the whole team nice work over here oh I thought he had a question I'm sorry I forgot over there yeah I'm over here um yeah I was falling through that most cool demo and I was I knew what was going on all the time except for the Train now when you're overlaying a QuickTime movie are you doing like a background transparent mode or did you cut out the part of the QuickTime and then do your compositing yourself I use brain-dead method because that's all I know it's just a straight chroma key drop out the background of that video is black and I've just told copy bits to forget black you could go in and do an alpha channel or something that anti-aliasing but look good to me I'm wondering look I haven't managed to get the layering or that or the graphics modes to work and the over in the overlay movies dead they didn't do anything special I don't know how to do anything special I mean right go ahead i referring to how you have tracks with different layers in a quick time in a quick time movies all the data that i added was external to the application it was an i'm going out and opening a dot MOV file at that time yeah i'm where that does the dot MOV felt have a background in it it's black the background is black oh so the transparent it's working okay yeah oh yeah yeah well great so it's just something I'm doing wrong I think we're in the middle how do we get this stuff into the game sprocket back buffers that you know the the frames of your VR movies I don't know I mean I think what's a pun on that when I'm not we're not real familiar with that thank you fluffy over here when will quick time they are been moving from a cylindrical projection of panoramas into a spherical projection that's another important future direction we're actually looking at several different kinds of different kinds of looking to panoramas is where you can look all the way up and all the way down and that's definitely aren't able to be very important for 3d packages yes I understand I agree over here you've now got API access to the pre walk to the pre warping back buffer is there API access to the hotspot channel to do live hotspots that is 9 and 2.0 but it's a very important issue that's been brought up before and it's definitely something we plan to do it would not be very difficult to do and I would imagine in the next release or two you'll definitely see that I think we're over here yeah just wondering field leaving things like compositing your 3d graphics and revisits living in the VR scenes up to third parties like animation with this stitch that nodes to program and so on or are you going to be producing utilities that allow that sort of thing yeah the end user to put those things together nicely well there's going to be a tool session coming up and later on I don't think I mean beyond the what you'll see at the next session I think a lot of these things are what we would call third-party opportunities cool no other questions let me just say that the ISM if you want that demo most of the source code for that demo will be up on the net there's nothing really proprietary in there I am going to chop out the parser segment of that that reads the script file that I wrote just because I don't want that script file to any kind of standard but everything you saw here today within about a week you should be able to do yourself there's no rocket science they could do it now if they started from scratch but ok yeah they could do it yeah ok I mean everything that you showed is is work you can do in 2.0 all off-the-shelf api's there's no vapor we're here okay is that it alright thank you very much [Applause] [Music]
