dcw wrote:I'm assuming that at some point we are going to see a set of standardised 3d form controls (textboxes, list boxes, etc) for use within Avalon.This video was great for showing a rather low level way to plot 3d primitives point by point, but most app developers will want to use much more abstract commands to set the interface.I think xaml will really shine when we can see how easy it is to build slick, 3d styled interfaces with a minimum of camera plotting needed.
Halcyon wrote:Avalon on the other hand is a solution looking for a problem. Perhaps Microsoft have something up their sleeves here but if that's the case, nobody is in on Microsoft's vision, and we can't make that happen.
Mark Newell wrote:I'm another XAML & XML newbie but could you make XAML understand the following syntax?<Viewport3D> <.Camera> <PerspectiveCamera ... /> </.Camera></Viewport3D>The . implies it's a property of Viewport3D (or the first matching object in the hierarchy that has the Camera property> and not a new object.
Depth-of-field is inherent to camera models with lens of finite aperture, in computer graphics the most commonly used camera model is the pinhole camera, where the lens is supposed to be infinitely small. The pinhole camera model produces images that are in sharp focus in any distance from the viewer. This can be a desired feature (e.g. for technical visualizations), but often a more realistic 3D image including depth-of-field is required.
jBuelna wrote: The best way to garner interest in a product is to give your target audience something really good to look at.
danlehen wrote: Avalon is not attempting to be a paradigm shift in the fundamental ways that humans interact with computers, although it does enable some very cool opportunities for developers to experiment with altenative UI systems.
danlehen wrote: However it is important not to confuse Avalon with the next generation Windows user experience (Aero).
danlehen wrote: There are other scenarios as well, such as a parts catalog where the user can freely rotate the parts to attempt to find a match with the component they are physically holding in their hand.