Supports ISO Standard X3D and VRML 97/2.0 file
X3D and VRML support
WireFusion supports a subset of the nodes in the
X3D and VRML standards.
Click here for more information
Hardware and software
Publish either as OpenGL hardware accelerated
presentations or as software presentations.
Modelling tools support
Supports all 3D authoring tools with the capability
of exporting to the X3D and VRML 97/2.0 standard,
- 3ds max
- Autodesk VIZ
- AutoCAD (with VRMLout)
- Inventor (with VRMLout)
- and many more...
- Individual renderer
- Navigation renderer
- Bump mapping
- Glossiness mapping
- Bilinear filtering
- MIP mapping
- Real-time shadows
- 256 levels of transparency
- Overlapping transparent surfaces
- 32-bit color depth rendering
- True 32-bit z-buffer
- Backface culling
- 3D clipping
- Full scene anti-aliasing
- Edge anti-aliasing
- UV texture mapping
- Bilinear filtering
- MIP mapping
- Texture opacity
- Alpha channel
- Dynamic textures architecture
- Perspective correction
- Sub-pixel precision
- 8-bit or 24 bit high-resolution bitmaps
- Ambient intensity
- Diffuse color
- Specular color
- Emissive color
- Reflection map
- Diffuse color map
- Opacity map
- Bump map
- Glossiness map
- Material assignment
- Full control over the animation
- Matrix animations
- Vertex animations
- Dynamic normals
- Material properties animation
- Light animation
- Camera animation
- Hierarchic animation control
- Crease angle
- Generated normals
- Examine mode
- Walk mode with collision detection
- 3D measurement
- 6 different modes of user interaction
- Keyboard-controlled navigation
- True 6 DOF (Degrees Of Freedom)
- Configurable mouse navigation
- Navigation renderer
- Navigation friction
- Camera restrictions
- Two camera rotation modes
- Multiple cameras
- Object streaming
- Texture streaming
- Animation streaming
- Streaming order
- Mesh data compression
- Texture coordinate data compression
- Vertex animation data compression
Encrypts the 3D model to protect it from unauthorized
A 3D API allows advanced users to control parameters
(X3D/VRML nodes and fields) in a 3D model, using
the Java object. 3D objects can also be
dynamically added/removed to a running scene.
Below you will find deeper
explanation of selected features.
By mapping a texture with a view of the virtual
surrounding onto 3D objects, so that the texture
does not move with the object but with the changes
in the view, you simulate the reflections of the
surrounding from the objects. This can be used
to increase the metallic feel of glossy objects,
and also provides a way of lighting the objects
without specifying light sources. The following
features are supported for reflection maps:
- Bilinear filtering -
Interpolates between the bitmap pixels to create
a smoother non-pixelated view of close-ups of
the seen reflections. This way you can use smaller
textures and still retain high quality reflections.
- 8-bit or 24 bit high-resolution bitmaps
- Use either GIF, PNG or JPEG images with any
width and height.
- Dynamic reflection maps - Replace a reflection
map with a WireFusion Texture and modify (animate)
it in real-time.
- Per-object specification of reflection map
- Every object can have its own map specified,
which allows you to make sure every object receives
the right material feeling.
- Combine standard texture mapping with reflection
map - The reflection maps are added on top
of the standard textures.
Performs shading calculations for each screen
pixel. This shading correctly shows highlights
on glossy objects and generally gives the object
a smoother look compared to the Gouraud shading.
Calculates the lighting for each polygon vertex.
The resulting colors are interpolated over the
polygon surface to give it a smooth appearance.
A wireframe representation of the 3D model (no
textures are displayed).
Only the contour of the 3D model is displayed
(textures are displayed).
No lighting is performed.
Calculates the lighting for each facet and gives
it a constant color.
A default renderer and an optional default reflection
map is applied to the scene, but individual renderers
and reflection maps can be specified and applied
for each individual object.
Overlapping transparent surfaces
When two transparent surfaces are overlapping
they will be correctly combined on the screen.
This means transparent objects like glass cups
are correctly displayed.
32-bit color depth rendering
Ensures high image quality.
True 32-bit z-buffer
The z-buffer method is a way which ensures
that only the closest objects are displayed by
preventing background objects from overwriting
foreground objects on the screen. 32 bit precision
ensures that virtually all scenes are correctly
A way of making sure that parts of the object
that face away from the observer is not processed,
which speeds up the rendering.
Clips objects against the 3D view frustum,
which is the pyramid-shaped view created by looking
at the 3D world 'through' a screen. This means
any detail not in view, including detail virtually
seated in front of the screen and behind a certain
far distance, is removed. Most importantly, it
also makes sure that detail halfway inside and
halfway outside the view will be correctly displayed.
Full scene anti-aliasing
Aliasing is caused by the sampling of smooth data
onto a screen consisting of discrete pixels. The
result is the visible stair stepping or jaggies
at the edges of the object polygons. Anti-aliasing
is the method used to remove this and results
in smoother edges and sharper images. Two modes
of anti-aliasing are supported; On/Off and Auto
(automatic switching between On and Off).
Fast real-time edge anti-aliasing for smooth edges,
even when moving the model or running object and
UV texture mapping
Polygon vertices are assigned coordinates in the
texture, which in turn will be interpolated over
the surface to assign a texture value to the screen
pixel. This is the most flexible way of mapping.
A technique to simulate more details
in a 3D model by using a bluescale heightmap.
A technique to achieve partial glossiness
on a 3D model by using a bluescale map.
Interpolates between the bitmap pixels
to create a smoother non-pixelated view of close-ups
of the viewable reflections. This way you can
use smaller textures and still retain high quality
of the reflections. Works on both textures and
Removes aliasing artifacts that appear when texture
mapped objects are some distance from the camera
view. The artifacts occur because the texture
can contain more detail (pixels) than the display
monitor is capable of displaying in that give
space. MIP mapping helps alleviate this problem
by filtering and removing some detail from the
texture when it is a certain distance from the
camera and is no longer necessary.
Realistic object drop shadows are calculated in
real-time. Capability to set light source height,
shadow color, shadow opacity, shadow blur, shadow
quality, height intensity and height to the shadow
plane. The real-time shadows reflect on object
animations, mesh animations and object opacity
Defines how much the texture will contribute to
the color of the object.
An alpha channel image (GIF, PNG or JPEG) can
be used to control the shape of the texture. The
alpha channel has 256 levels of transparency.
An unique object architecture allows textures
to contain video, Flash, interactive 3D and 2D,
and built-in logic. Even alpha channels can be
animated, programmed and interactive.
Perspective correction increases realism by
taking into account the depth of an object when
applying the texture map, which removes the distortion
that appears when a texture is applied to a 3D
object. This provides the appearance that texture
details near the viewer are larger than the detail
found further away, and ensures that parallel
lines such as railroad tracks converge in the
Sub-pixel precision of the texture mapping ensures
the texture is precisely and accurately placed
on a 3D object, which is noticeable when changing
the view e.g. rotating the object.
8-bit or 24 bit
Use either GIF, PNG or JPEG images with any width
Create and save material settings. Material settings
are stored in a file (.mtl), which then can be
loaded and applied to selected objects in your
3D model. Changing the material settings will
affect all objects having the specific material
assigned to them.
Full control over
Animations can be time driven, but there is also
the possibility to fully control the fractional
progress of the animation.
Animation of the position, rotation and scale
Animation of each vertex position (morphing).
When an object is morphed, using vertex animation,
you need to recalculate the vertex normals to
make sure the lighting is correctly displayed.
Specify animations for any material property.
Specify animations for light source direction,
position, color and intensity.
Specify animations to move the camera views, or
animate between existing view and a predefined
When animations are specified for an object consisting
of a hierarchal object structure then the animations
are separately controllable for each sub-object.
Object smoothing can be achieved using a built-in
crease angle function.
Generated shape normals, from your 3D authoring
tool, can optionally be used for individual objects.
Study an object by rotating, zooming and panning
with collision detection
Walk in virtual 3D rooms and 3D worlds. Support
for collision detection between avatar and surroundings
5 different modes
of user interaction
You can allow the user to interact in any of the
following modes: Zoom, Pan, Rotate, Interact and
Specify hotkeys for Zoom, Pan and Rotation.
True 6 DOF (Degrees
No restrictions as to where and how you translate
camera positions and object positions.
Use left, right or both mouse buttons to navigate.
Add optional hotkeys.
The optional navigation renderer allows one to
choose a different renderer than your default
renderer while navigating your 3D models or 3D
Capability to add adjustable friction to the navigation,
giving a smoother user experience. Works for both
mouse and keyboard navigation.
Optional camera rotation restrictions, and zoom-in
and zoom-out restrictions.
Two camera rotation
Choose to rotate cameras around the world axis
or the local camera axis.
Specify multiple cameras and let the user switch
between their viewpoints. Can optional be animated
and have configurable animation speed.
Have 3D objects streamed into the presentation.
You can choose to let the textures start streaming
after the objects have finished loading or start
streaming when its associated object is loading.
Have animations' objects streamed into the presentation.
The order of streamed objects and animations are
Mesh data compression
All 3D data are lossless compressed, generally
achieving 90- 95% file size compression compared
to the original X3D/VRML-file format.