A heavy one: about 130 trimmed patches that tessellate to
approximately 250.000 triangles (see also
the XHTML).
Allow some time for complete tessellation.
Many Trimmed NURBS Patches
Next is a well known X3D example improved by a flame texture image from Michael Green & Paul Echevarria (XHTML file size 51K, tessellates to ~105.000 triangles).
Hurricane Lantern
Another old friend, the SGI cube (XHTML file size 23K, tessellates to ~82.500 triangles). This example demonstrates how
DOM attribute changes lead to a re-tessellation.
If your browser has problems with the, admittedly wild, iframe size changes,
just use the direct link to the XHTML.
SGI Cube
We conclude with an older scene of our own that shows the limits of the
object space sampling strategy, which is the default.
See also the XHTML file, which is
about 24K and tessellates to 60.000 triangles.
Limits of Object Space Based Sampling
Note the coarse sampling on the spoon and the errors on the tip of the
ice cream (the current x3dom rendering is actually a bit better than
the preview image, due to improved curvature detection, however, a few
critical errors remain).
Fortunately, the tessellator also supports a sampling method that works in the
parametric space and delivers better results for those problematic cases:
Parametric Space Based Sampling
Parametric space based sampling can be activated by setting a negative
value for the uTessellation attribute.