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How to convert Open CASCADE
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Open CASCADE

In solid modeling and computer-aided design, boundary representation—often abbreviated as B-rep or BREP—is a method for representing shapes using the limits. A solid is represented as a collection of connected surface elements, the boundary between solid and non-solid.

Boundary representation of models are composed of two parts: topology and geometry (surfaces, curves and points). The main topological items are: faces, edges and vertices. A face is a bounded portion of a surface; an edge is a bounded piece of a curve and a vertex lies at a point. Other elements are the shell (a set of connected faces), the loop (a circuit of edges bounding a face) and loop-edge links (also known as winged edge links or half-edges) which are used to create the edge circuits. The edges are like the edges of a table, bounding a surface portion.

Compared to the constructive solid geometry (CSG) representation, which uses only primitive objects and Boolean operations to combine them, boundary representation is more flexible and has a much richer operation set. In addition to the Boolean operations, B-rep has extrusion (or sweeping), chamfer, blending, drafting, shelling, tweaking and other operations which make use of these.

X3D

X3D is ISO standard XML-based file format for representing 3D computer graphics. X3D features 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 formatting, and enhanced application programming interfaces (APIs). The X3D extension supports multi-stage and multi-texture rendering; it also supports shading with lightmap and normalmap. Starting in 2010, X3D has supported deferred rendering architecture. Now X3D can import SSAO, CSM and Realtime Environment Reflection/Lighting. The user can also use optimizations including BSP/QuadTree/OctTree or culling in the X3D scene.

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Convert Open CASCADE
to X3D

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