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-
-
-
-
- PART 7
-
-
-
-
-
- - APPENDIX B.7 -
-
- RENDER SETTINGS REQUESTER MENU
-
- IMAGES/
- Backdrop Image
- Define
- Show
- Environment Map
- Define
- Show
- COLORS/
- Ambient
- Background
- Background_gradient
- Environment
- Environment_gradient
- SET/
- File_Name
- Memory_Use
- * Color_Shading
-
- - APPENDIX B.8 -
-
- Appendix C UTILITY SOFTWARE
- ---------------------------
-
- C.1 CONVERSION SOFTWARE
-
- C.1.1 RealConvert
-
- Conversion program for converting Professional Draw clips, Sculpt 4D
- scenes and REAL 3D v.1.x object, animation and material files to REAL 3D
- v.2 binary format. If the program is run from CLI with full arguments, it
- does not display any interface but does the conversion silently. If the
- program is run from Workbench or if the CLI arguments were not sufficient,
- an easy to use interface is displayed.
-
- Use the program in the following way:
-
- 1. Double click the program icon to run Realconvert.
-
- 2. Press the READ FILE gadget and use the file selector to specify the
- file to be converted.
-
- 3. Press the SAVE AS gadget and use the file selector to specify the name
- for saving the result file.
-
- 4. If you convert PDraw clips, specify conversion quality to the Density
- gadget.
-
- 5. Press CONVERT. Depending on the type of the input file, the program
- asks what kind of objects to produce. Select the suitable alternative
- and press OK.
-
- 6. You can cancel the conversion using the CANCEL gadget. Realconvert
- gives you messages in the Status field. When the conversion is
- finished, you can convert another file by repeating the steps 2-5.
-
- 7. You can exit the program by pressing the "Close window" gadget on the
- top left corner of the window.
-
- The CLI template of the program is:
-
- NAME/A/K,TO/A/K,T=TYPE/K/N,D=DENSITY/K/N
-
- - NAME defines the file to be converted
- - TO defines the destination file
- - TYPE defines the output type as follows:
-
- PDraw clip: DTYPE 1 -> Curves
- DTYPE 2 -> Polyhedrons (default)
-
- Sculpt file: DTYPE 1 -> Separate triangles
- DTYPE 2 -> One triangle mesh (default)
-
- - DENSITY defines point density for pdraw clip file conversion
- (default 3, min 1, max 20).
-
- For example: RealConvert NAME pdclip TO ram: real_obj T=2 D=3
-
- When converting V.1.4 files, the type and density parameters are unused.
- Cli template can be checked in the usual way by typing "RealConvert ?".
-
- The Sculpt file conversion converts obJect shape definitions of Sculpt
- scene files. It is possible to create a point-editable primitive or
- several individual triangles, each having its own attributes such as color
- and material. In the latter case the output file requires much more space
- than when using single primitive conversion.
-
- The Professional draw conversion a 1lows the user to select two
- alternatives: producing curves or producing extruded polyhedrons. The
- latter one is easier and a more straight forward way to produce 3D
- objects, but on the other hand, curves can be used in a variety of ways
- and the approach is more flexible.
-
- - APPENDIX C.1 -
-
- C.1.2 DxfToRPL
-
- This program can be executed from CLI. The template is:
-
- DxfToRPL dxf _file real - file
-
- The program produces a RPL description of the DXF file. You can load the
- file in to REAL 3D by using the menu ProJect/Macros/Execute Named and by
- then selecting the RPL file (from where you had converted it to).
-
- C.2 IMAGE& ANIMATION DISPLAY
-
- C.2.1 Display
-
- This program can be used to view IFF pictures. When REAL 3D saves a
- picture with an icon, it sets the R3D2:Display as the default tool
- program. So, when you double click the picture's icon, the Display will
- start automatically and show the picture.
-
- You can also pass multiple parameters to the Display program using normal
- Workbench icon multiselection; the program shows all the images as a
- double-buffered presentation.
-
- When using the command line interpreter, the command has the form
-
- Real:Display T=TIME/K/N,R=REPS/K/N,Q=QUIT/S,NAME/M
-
- - TIME defines a delay (excluding the loading time) between consecutive
- pictures as 1/50th seconds.
-
- - REPS defines how many times the given picture sequence is shown
- repeatedly
-
- - QUIT defines that the program automatically closes the display after
- showing the last image; otherwise the last image will be shown until the
- left mouse button is pressed or a key is hit.
-
- - NAME parameter means the actual picture names, possibly multiple ones.
-
- The command also supports wildcards. For example:
-
- r3d2:display T=25 R=3 Q dh0:mypics/pic#?
-
- The string above shows all the pictures whose name starts with the
- charcters "pic", in "mypics" drawer three times, delaying after each frame
- half a second, and automatically restores the display after the last
- picture.
-
- The program can also show 24 bit targa/IFF images created with REAL 3D by
- converting them to HAM mode.
-
- C.2.2 DeltaConvert
-
- With this program you can convert a series of IFF pictures to a new file
- in which the pictures are stored as the differences between the
- consecutive pictures. If the pictures are similar, they will be fitted in
- a very small space. Displaying the pictures in succession is much more
- rapid than using the Display program. Usually the speed is 10 to 25
- pictures a second, which makes the animation appear continuous.
-
- All pictures must use the same palette and display mode (e.g.
- HAM/INTERLACE).
-
- Suppose we want to convert ten pictures DF0: pic0-pic9 to a Deltafile.
- The following example illustrates the program's use:
-
- 1. Start the program either by double clicking its icon or by using the
- command line interpreter (CLI parameters are explained later in
- detail).
-
- - APPENDIX C.2 -
-
- 2. Give an unique name to save the animation by using the DELTAFILE string
- gadget. You can use the file selector to specify the name by pressing
- the DELTAFILE gadget.
-
- 3. Define the name of the first picture to be converted to the PICTURE
- string gadget: enter "DF0:pic" or press "PICTURE" and use file selector
- to specify the name. Do not add any index to the picture name.
-
- 4. Define the start index 0 to the "First index" gadget.
-
- 5. Define the last index 9 to the "Last index" gadget.
-
- 6. The default format string "%d" is suitable.
-
- 7. Specify which optimization mode to use. If you select Small delta, the
- smallest deltafile is produced. If you choose Fast delta, the program
- outputs a bigger deltafile, which can be shown somewhat faster. The
- option Anim5 produces a standard anim5 format file, which gives the
- best compression but which is not as flexible and fast as REAL 3D
- deltaformat. Choose for example Fast delta.
-
- 8. Hit the CONVERT gadget.
-
- 9. The program starts the conversion, and you can see how it proceeds by
- checking the "Status" field where the picture counter is displayed.
- During the conversion, all gadgets but the "CANCEL" gadgets are
- ghosted. You can cancel the conversion by pressing the "CANCEL" gadget.
-
- 10. After the program has processed all the pictures with the given name
- and the given index range, it waits for more pictures. As an
- indication of this state, the gadgets become active again (not the
- DELTAFILE and the delta type gadgets, because you cannot change them
- during the conversion). If you have more pictures that belong to the
- animation, define a new name and a new index interval (and possibly a
- format string). Then press CONVERT again, and the corresponding
- pictures are appended to the animation.
-
- 11. When all the pictures have been processed, choose CLOSE.
-
- 12. After closing the delta file, you can repeat the steps 2-11 again to
- produce another delta file. At this point, you can change all earlier
- selections, including the delta file type.
-
- 13. During the conversion, CANCEL-button cancels the conversion and
- discards the current delta file. Closing the program from the standard
- "Close window" gadget has a similar effect.
-
- Note:
- Deltaconvert keeps 4 frames in memory during conversion; the current 2 and
- the next 2. If space runs out during conversion then all but the 1 st 4
- frames and up to the one before the current can be deleted.
-
- Deltaconvert includes a CLI-oriented interface, too. This is a slightly
- more restricted way to use the program, allowing only one name and index
- interval to be converted at a time. On the other hand, CLI interface
- allows "quiet" execution. Therefore, Realconvert can be integrated for
- example to an automatic RPL script for rendering, converting, and playing
- an animation.
-
- - APPENDIX C.3 -
-
- The CLI template can be seen by typing Deltaconvert ?. The template is:
-
- DeltaConvert NAME/A/K,F=FIRSTINDEX/K/N,L=LASTINDEX/K/N,TO/A/K,DT=
- DELTATYPE/K/N,FORMAT/K
-
- If proper parameters are not given, the program automatically uses the
- normal Worbench interface. The parameters are:
-
- - NAME/A/K: The name of the pictures to be converted (without index!).
- This must be always given.
-
- - F=FIRSTINDEX/K/N: First index (defaults to 0).
-
- - L=LASTINDEX/K/N: Last index (defaults to 1000000).
-
- - TO/A/K: The name of the destination file. Must be defined.
-
- - DT=DELTATYPE/K/N: 1=fast delta (default), 2=small delta, 3=anim5.
-
- - FORMAT/K: Optional format string, defaults to "%d".
-
- - Q=QUIET/S: No messages option. Nevertheless, certain important messages,
- e.g. "Overwrite old file ?", are always given.
-
- For example:
- Deltaconvert NAME ram:mypic TO ram:delta F=5 L=15 DT=2 FORMAT %d.iff Q
-
- The Delta convert program saves the deltadata for both directions. That
- is, if changes from Picture1 to Picture2 are saved, then changes from
- Picture2 to Picture1 are saved, too. This allows much more flexible
- animation representation, but requires more space. Therefore, the delta
- data method Comes to its best if only a part, say less than 2/3 of the
- whole display, is changing in the animation.
-
- Because of the principle according to which all display information of the
- Amiga is organized in the main memory, stable picture areas in the
- vertical direction can be utilized effectively, whereas horizontal
- direction has less importance.
-
- For example, if the top quarter of the display of an animation does not
- change, then the animation is certainly much faster to show and requires
- one fourth less space than an animation involving whole display changes.
- Instead, if the stable quarter is in the left side of the display, then
- the animation may be Just as slow and large as any whole display
- animation.
-
- You can create a test animation using only perhaps five pictures and size
- optimization (small delta). If the speed is high enough, then the whole
- animation can be processed with the same optimization mode.
-
- Note that when the animation is shown, the pictures are synchronized with
- the display refresh cycle. In a PAL system, the refresh rate is 50 Hz, and
- therefore possible animation rates are 50 pictures per second, 50/2
- pictures per second, 50/3 pictures per second, 50/4 pictures per second
- and so on. The differences between these rates are very significant, and
- usually only the first three rates are fast enough to produce the
- impression of continuity.
-
- Anyway, even 50/4 = 12.5 pictures per second may suffice, if the
- differences between consecutive pictures are small.
-
- It should be noted that the REAL 3D delta format used is not any standard
- format. Instead, one can use original IFF pictures as a link between
- various programs.
-
- Note:
- When you produce Anim5 files, Deltaconvert does not automatically close
- the animation loop. To create continuous loops, add the two first pictures
- of the animation to the end of the animation.
-
- - APPENDIX C.4 -
-
- C.2.3 Deltaplay
-
- With this program you can display the delta files created by Deltaconvert.
- Deltaplay is also their Default tool program, hence a delta animation is
- shown simply by double clicking the icon of a delta file. The show ends
- when you hit first "q" and then "return".
-
- Note:
- Deltaplay does not play Anim5 files.
-
- The file is read to memory before the animation is shown, therefore the
- size of the animation is restricted by the amount of free RAM. All RAM
- memory, not only CHIP memory, can be utilized. So, if you have 18
- megabytes of RAM, you can show quite large animations with your Amiga.
- If the animation is too big to fit to the memory, Deltaplay shows as much
- of it as possible.
-
- You can also give a control file as a parameter to Deltaplay. This enables
- an infinite number of different ways to represent the same picture
- material. A control file can be any text file, and it can contain the
- following commands:
-
- COMMAND EXPLANATION
-
- <n> Shows next <n> pictures
-
- E <n> Shows previous <n> pictures
-
- D <n> Delay <n>/50 seconds
-
- T <n> Delay <n>/50 seconds in every picture
-
- S Shows the animation backwards to the first picture
-
- E Shows the animation to the last picture
-
- L Play forward forever
- K Play backward forever
- P Play back and forth forever
- Q Quit
-
- It is also possible to add comments to a control file, which may be
- necessary when doing long control files. Deltaplay ignores all the
- characters after a semicolon to the end of the line.
-
- The following example script demonstrates how to create a show several
- minutes long from an animation of 50 pictures:
-
- ; Deltaplay control file
- F 49 ; Show the animation from the first to the last picture
-
- D 100 ; Shows the last picture 2 seconds
-
- B 10 ; Goes 10 pictures backwards
-
- D 50 ; Delay one second
-
- E ; From 40th to the last picture
-
- S ; Show the animation backwards from the last to the first picture,
-
- T 50 ; Animation speed 1 frame per second from now on
-
- B 100 ; Shows the animation 2 times backwards,
-
- D 50 TO ;
- A small pause and maximal animation speed again
-
- B 1 ; The previous picture
-
- D 50 F 2000 ;
- Shows the animation many times
-
- E ; And once again to the end
-
- Q ; Then quit
-
- You can use this script from CLI by the command
-
- Deltaplay <animation> <script>
-
- or from the Workbench by giving both the animation and the script as a
- parameter to Deltaplay by selecting all the icons needed with the <SHIFT>
- key pressed. If no script is defined, the animation is shown as a loop.
-
- - APPENDIX C.5 -
-
- You can also control animations directly from the keyboard with the
- previous commands by typing the desired sequence and hitting return.
-
- The Deltaplay animation player contains some commands for background sound
- control. With these commands it is possible to control the Bars&Pipes
- Professional program of Blue Ribbon Soundworks Ltd. The commands are:
-
- V <n> sound on at n/50 seconds (or n/60 seconds in NTSC)
-
- V start the sound from beginning
-
- X sound off
-
- Y try to synchronize sound with animation frame rate
-
- Z sound synchronization off
-
- When using the commands, Bars&Pipes Professional must be running with REAL
- 3D accessory. The accessory can be found from the drawer "Accessories".
-
- The same accessory also works with SuperJAM!, an interactive composition
- system from Blue Ribbon SoundWorks Ltd.
-
- C.2.4 DeltaToIFF
-
- This program can be used to produce the original IFF pictures from a REAL
- 3D delta file. The program is used in the following way:
-
- 1. Start the program by clicking its icon.
-
- 2. Define the name of the delta animation from which pictures are
- extracted. Use "DELTAFILE" to invoke the file selector or enter the
- name directly to the string gadget.
-
- 3. Give the name with which the pictures should be saved, to the "PICTURE"
- gadget. Remember to add a suitable DOS path to the name. The name will
- be added to an index when the pictures are saved.
-
- 4. Define the index of the first picture to be extracted (the first
- picture of an animation has the index 0).
-
- 5. Define the index of the last picture to be extracted.
-
- 6. Specify , if an icon should be saved for each extracted image.
-
- 7. Specify the indexing convention which suits you to the "Format" gadget.
- The default string "%d" appends a non-zero-padded growing index after
- the picture name.
-
- 8. Press the "CONVERT" gadget to extract the pictures.
-
- 9. You can stop the program by pressing the "CANCEL" gadget or by clicking
- the close window gadget in the top left corner of the window.
- The latter action closes the program.
-
- Usually, deltafile is a much more convenient way to store an animation
- than original IFF pictures. Handling large directories is slow, and if you
- open a Workbench drawer containing 200 IFF pictures, then Workbench takes
- quite a time to load the icon data. Instead, one deltafile icon is easy to
- handle and since you can get the IFF pictures back if necessary, you can
- delete the original pictures after creating the deltafile.
-
- - APPENDIX C.6 -
-
- GLOSSARY
- --------
-
- HIERARCHY TERMINOLOGY
-
- HIERARCHY
- The main data structure of REAL 3D, including most information of scenes.
-
- PRIMITIVE
- Any indivisible data structure. This is the lowest level of data in the
- hierarchy and its structure CANNOT be modified by the user.
-
- OBJECT
- Any primitive or hierarchical collection of primitives is an object. This
- means that a primitive is an object, but an object is not always a
- primitive. They are usually handled in the same way when used as operands
- for functions, but some functions only work if their operand is a
- primitive.
-
- CLASSES OF OBJECTS
-
- VISIBLE
- An object which contains information that can produce a visible surface
- during rendering is a visible. There are currently two sub-classes of
- visibles.
-
- Basic visibles:
-
- polygon
- polyhedron
- polymid
- cut_polymid
- rectangle
- cube
- pyramid
- cut-pyramid
- circle
- cylinder
- cone
- cut-cone
- hyperbolic
- cut-hyperbolic
- ellipsoid
- ellipse-segment
-
- Sector visibles:
-
- circle
- cylinder
- cone
- cut-cone
- hyperbolic
- cut-hyperbolic
- ellipse-segment
-
- STRUCTURE
- An object which controls how the hierarchy is evaluated is a structure.
- Current structures are:
-
- level - This is an object in the hierarchy that can contain further
- objects at lower hierarchical levels.
-
- link - A reference to a single object.group
-
- group - A group is a primitive in the hierarchy which consists of a
- collection of points from a single freeform.
-
- LIGHT
- Object used as light-sources during rendering. Current lights:
-
- lightpoint - offset with "Light-source" attribute set
- lightline - axis with "Light-source" attribute set
- lightwall - rectangle with "Light-source" attribute set
-
- CONTROL
- Object used to control the effect of functions and methods.Current
- Controls:
-
- attribute - Object consisting Just of attribute information and tags.
- offset - The coordinates of a single point.
- axis - Two coordinates giving position, direction and length.
- Currently this is Just a special sub-category of polygonal
- lines.
- coordsys - An object giving position, direction and length for three
- axes perpen dicular to each other.
-
- - GLOSSARY 1.1 -
-
- line - A list of coordinates. These are evaluated from first to last
- in different ways depending on their "type".
-
- Current Line Types:
-
- polygonal - produces a mesh of type Polygon when used as an operand in
- free form creation.
- phong - resultant mesh is of type Phong.
- B-spline - mesh will be B-spline.
-
- MAPPING
- Any visible with its "Mapping" attribute set and an SMATtag referencing
- a material in the material library. Current mappings supported:
-
- Default - This is an attribute used as a mapping. It has no mapping
- transformation.
- Parallel - Rectangle visible producing parallel mapping.
- Cylinder - Cylinder visible producing cylindrical mapping.
- Sphere - Sphere visible producing spherical mapping.
- Disk - Circle visible producing disk mapping.
-
- OBSERVER
- ObJect which is used to define position and direction information for a
- camera coordinate system. Current observers:
-
- viewpoint - Origin of a camera coordinate system in spatial coordinates.
-
- aimpoint - Spatial coordinate defining direction of a camera coordinate
- system.
-
- CAMERA
- This is just a level containing a viewpoint and aimpoint pair. The
- creation function for this is View/Camera/Create - camera
-
- SPECIAL CATEGORIES
-
- There are several special categories of objects that have their own term.
- These are terms which refer to a group or sub-group of objects of one
- or more CLASSES.
-
- GEOMETRIC
- This is a class of object which contain Absolute Spatial Coordinates which
- describe the geometry of the object. They are all the objects which have
- wire-frames. Current geometrics are:
-
- basic & sectored visibles lights all controls except attribute
- mapping obJects except none viewpoint and aimpoint observer primitives
-
- FREEFORM
- This is a class of obJects which can be created and modified with the
- freeform functions. How they are evaluated when used as operands for
- freeform functions depends upon their type. Current freeforms:
-
- line - All lines are freeforms.
-
- mesh - All meshes are freeforms and also visibles. How they are evaluated
- by the rendering engine depends upon their type.
-
- Current freeform types:
-
- polygonal - Freeform is evaluated as straight lines between coordinates.
-
- phong - Evaluated the same as polygo- nal freeform but if the freeform
- is a mesh then Phong shading is used to render the surface.
-
- B-spline - The coordinates are evaluated using cubic B-Spline evaluation.
-
- - GLOSSARY 1.2 -
-
- Related terms:
-
- POINT
- This term is used for referring to coordinates on a freeform. These are
- used as data elements for groups and the Vector Stack.
-
- METHODS
- Any object can be a method. How it is evaluated by the Animation system
- depends on the method procedure attached to the method object.
- Current methods are:
-
- NONE
- COLLISION
- CONTROL CURVES
- CREATION
- DIRECTED FORCE
- DIRECTION
- FRICTION
- INT COLLISION
- INV KINEMATIC
- MORPHING CLOSED
- MORPHING OPEN
- MOVE & DIR
- PATH
- WAVE
- PROCESSOR
- RADIAL FORCE
- ROTATION
- RPL
- SIMPLE SKELETON
- SIZE
- SKELETON
- STRETCH
- SWEEP
- TANGENT FORCE
- TRANSFORM
-
- Most built-in method types, except PROCESSOR, RPL and TRANSFORM, require
- at least one parameter and so they must be levels.
-
- EVALUABLE PARAMETER
- This is an obJect that can be evaluated in parameter space to produce a
- coordinate or vector. This vector can be used to control the effect of a
- function in the same way as the mouse pointer is used to control the
- function. Current evaluable parameters are:
-
- circle visible offset, axis and coordsys controls all freeforms
-
- These are the parameters that can be evaluated by the built-in methods. In
- the future it may become possible for all obJects to be evaluable
- parameters.
-
- OTHER TERMS
-
- Animation
- This concept means both a REAL 3D data structure and the output of the
- data, namely a collection of pictures to be shown rapidly in succession.
-
- Brilliancy
- A property of materials which defines how parallel the surface of the
- material reflects and refracts the light.
-
- Bump mapping
- A method with which it is possible to imitate rough, bumpy, wavy etc.
- surfaces.
-
- Delta animation
- A method in which only the differences between successive pictures are
- stored. This produces smaller data size and higher frame rate.
-
- Dithering
- New colors can be created by mixing the existing colors in adJacent
- pixels; this is called dithering.
-
- Frame
- Expression describing a state of an animated scene, usually referred using
- a number corresponding a time value in an animation.
-
- HLshade
- Additive shading option, especially suitable for non-pure colors.
-
- Inversed Kinematics
- A method of findind the positions and directions of a linked chain of
- objects, given fixed start and end points.
-
- - GLOSSARY 1.3 -
-
- Macro
- A collection of several REAL 3D functions.
-
- Mapping
- A rule which tells how to find a counterpart for each member of a set from
- another set. As a precise mathematical concept, mapping is a function. For
- example, every point in the surface of an object can be mapped to the set
- of the pixels of a picture, and this relation can be used to color the
- surface.
-
- Material
- A collection of obJect properties in REAL 3D. These properties define what
- happens when a light ray hits an obJect made of the material.
-
- Model
- An abstract description of a real world phenomenon.
-
- Object hierarchy
- A tree structure describing how objects are organized to logical groups,
- which in turn form new groups.
-
- Object oriented
- In REAL 3D, you can modify any object with a modification function, no
- matter what the substructure of the object is.
-
- Operations (Boolean, logical)
- The technique which allows the user to cut something away from an object
- using another object.
-
- Overscan
- Display mode which allows extra large picture sizes hiding the display
- borders.
-
- Parameter
- An argument or an operand of a function; that is, a variable value from
- which other values are calculated by applying a "formula". Parameter space
- The total set of possible values of a parameter.
-
- Picture
- The difference between the frame and picture concepts is that a frame
- contains information for producing a picture, and picture is the REAL 3D
- output of a frame.
-
- Pixel graphics
- This is the principle of creating graphics by using a space consisting of
- a finite number of elements, such as squares or pixels in a two
- dimensional plane.
-
- Point editing
- A method for modifying the shape of an object by moving individual points
- or groups of points.
-
- Polygon representation
- The surface of an object can be represented approximately using only
- triangles which cover the object. The advantage of this method is
- generality, and it is suitable for representing free form objects.
-
- Primitive
- A basic object of REAL 3D, for example a cone.
-
- Projection
- A rule which tells how to find a counterpart for each member of a set from
- another set. As a precise mathematical concept, projection is a function.
-
- Ray tracing
- A method which generates a picture of an object by following the light
- rays from the observer's eye through every pixel in the screen. If a light
- ray hits an object, reflections and other things that decide the color of
- the pixel in question can be calculated according to the laws of physics.
- Therefore this technique produces very realistic pictures.
-
- - GLOSSARY 1.4 -
-
- Rendering
- Producing a picture according to the information contained in an abstract
- model.
-
- Solid model
- A principle to represent three dimensional objects as volumes containing
- matter.
-
- Spin
- A vector describing how an object rotates around the axes of its own local
- coordinate system.
-
- Spline
- A method to create a new curve by joining a few curves together. In three
- dimensions, a new surface can be created by adding several surfaces
- together. Usually in computer grahics this means that the curves/surfaces
- are joined smoothly.
-
- Skeleton
- An object which is used to control another, usually more complex object.
-
- Texture
- A picture which is used to paint the surface of an object.
-
- Transformation
- A "formula" which modifies given values producing new values.
- Mathematically speaking, a transformation is a function.
-
- Transparency
- A property of materials that defines how light penetrates the surface of
- the material.
-
- Turbidity
- A property of materials that defines how light penetrates inside the
- material.
-
- Vector
- A mathematical obJect, which includes two things: direction and length.
- In three dimensions, these two can be defined with a coordinate triple
- (x, y, z).
-
- Vector graphics
- A principle to represent an obJect using a model, which includes vectors.
- This model is practically resolution independent, which means that it is
- possible to create increasingly large magnifications of the details of the
- object without sacrificing accuracy. REAL 3D uses vector graphics.
-
- Vector stack
- This is a special stack used for storing points and other vectors.
-
- Velocity
- A vector describing the amount an direction of a motion of an object.
-
- Wireframe model
- A principle to represent the shape of an object using an adequate number
- of points in the surface of the obJect and connecting these points
- with lines in a suitable way.
-
- - GLOSSARY 1.5 -
-
- INDEX
- -----
-
- A
- -
-
- Acceleration T.6.1.3, T.6.9.5, T.6.14.1
- Aimpoint T.2.3.3, T.6.8.3, T.6.12.6, R.1.2
- Alpha Channel T.5.7, T.5.15.2, T.5.17, R.1.3
- Ambient light T.5.1, R.1.4
- Animations T.6, R.2, C.2
- Antialiasing T.5.3, R.1.4
- Arexx R.6.1
- Aspect ratio T.5.7, T.5.11, T.5.13.2, T.5.18, R.1.4, R.1.7
- Assign R.1.3
- Attribute primitive R.1.2
- Attributes T.4.3, T.5.15, T.7.6.1, R.1.3, R.1.7
- Axis R.1.2
-
- B
- -
-
- Backdrops T.5.2, T.5.15.2, R.1.3
- Bending T.4.1.6, R.1.3
- Bounding box T.2.4.1, R.1.3
- Box rendering T.5.14
- Brightness T.1.11.1, T.5.1, R.1.3
- Brilliance T.3.1.2, T.3.1.3, R.1.1
- B-splines T.3.2.6, T.4.1, T.5.4, T.5.16.4, R.1.2
- Bump mapping T,3.2.3, T.3.3.2
-
- C
- -
-
- Camera T.2.3.3, T,6.8.3, R.1.4
- Circle T.4.1.1.1, R.1.2
- Closed curves T.4.1.1, R.3.2.1.2
- Closing screens T.5, R.1.1
- Closing windows T.1.6, R.1.1
- COG T.1.7, T.4.4.2, R.1.3, R.4.1.2
- Collisions T.6.17, T.6.18, R.2.2.18, R.2.2.19
- Color
- Background R.5.2
- Environment R.5.2
- Object T.1.6, T.1.7
- Transparent T.3.3.1, R.1.l
- Cone R.1.2, R.3.2.6, R.4.2
-
- - INDEX I.1 -
-
- Converting objects C.1.1, C.1.2
- Coordinates T.1.3, T.2.5, T.2.8, R.1.1, R.1.4
- Coordsys T.2.3.2, T.6.2.2, R.1.2, R.3.2.6, R.4.2
- Copying objects T.1.6, R.1.3
- Cross Product R.1.6, R.3.11
- Cross sections T.4.1.4.6
- Cube T.1.5.2, R.1.2, R.3.2.6, R.4.2
- Current level T.1.5.1, T.1.5.2
- Cut R.1.3
- Curves T.4.1
- Cylinder T.4.3, R.1.2, R.3.2.6, R.4.2
- Cylinder mapping T.3, R.1.1, R.1.2
-
- D
- -
-
- Deceleration T.6.1.3
- Delete objects T.1.5.2, R.1.3
- Delta animation C.2.2, C.2.3
- Depth of field T.2.3.3, T.5.7, R.1.4
- DirVect (dvect) R.1.2
- Displaying images C.2.1
- Dithering T.5.6, R.1.1, R.1.4
- Dot product R.3.11
- Dragging T.1.2, T.1.3
- Draw mode T.2.4.1
- Drawing settings R.1.4
- Duplicating objects T.1.6, R.1.3
-
- E
- -
-
- Ellipse R.1.2, R.3.2.6, R.4.2
- Ellipsoid R.1.2, R.3.2.6, R.4.2
- Evaluable parameter R.2.1.4
- Error R.3.1
- Extrude T.1.9.1
-
- F
- -
-
- Faces R.3.2.6
- Field rendering T.5.7, T.5.18, R.1.4
- File rendering T.5.11
- File names T.3.2.7
- Focal length T.2.3.3
- Fog T.3.1.3, T.5.8, R.1.1
-
- - INDEX I.2 -
-
- Font objects T.1.10.2, T.1.10.4
- Forces T.6.14-16, R.2.2.15-17
- Fractal R.1.2
- Frame T.5.9
- Frame buffers T.5.13
- Freeforms T.1.4, T.4.1
- Freeform Type R.3.2.1.3
- Front View T.1.5
-
- G
- -
-
- Geometrics R.4.2
- Glass T.3.1.3
- Gravity T.16.4.1
- Grayscale rendering R.1.4
- Grids T.1.6, T.2.6, R.1.4
- Group T.4.1.2
-
- H
- -
-
- HAM rendering T.5, R.1.4
- Hardware requirements I.2.1
- Helix T.4.1.1.1, T.4.1.4.5, R.1.2
- Hierarchies T.1.5
- HL-shade T.5.7, R.1.4
- Hot-point T.1.2, T.2.3.2
- Hyperbolic surface R.1.2, R.3.2.6, R.4.2
-
- I
- -
-
- lff 24 T.5.11, R.1.4
- Image size T.5.3, R.1.4
- Index of Refraction T.3.1.3
- Infinite primitives T.4.3.1
- Infinite tiling R.1.1
- Installation I.2.2
- Interlace T.5.18
- Inversed Kinematics T.6.11, R.2.2.11
-
- J
- -
-
- Jaggies T.5.3
- Join R.1.2
-
- K
- -
-
- Keyboard equivivalents T.7.3.3, B
-
- L
- -
-
- Landscapes T.4.1.4.7, R.1.2
- Lasso selector T.6.1.6
-
- - INDEX I.3 -
-
- Lathe T.1.10.1
- Lenses T.2.3.3, T.2.3.4
- Level T.1.5
- Lighting T.1.11, T.5.1, T.5.16.6
- Line T.4.1.1
- Link T.3.3.4, T.6.3.2, R.1.2
- Loading T.1.8, R.1.1
- Local coordinates T.2.3.2
- Lock R.3.4.2
- Logos T.1.10.3, T.4.1.4.6, T.6.1.1
-
- M
- -
- Macro T.1.12, T.6.22.1, T.7.3.3, R.1.1
- Magnetism T.16.4.1
- Mapping T.3.1.2, T.3.2, R.1.1
- Mapping primitive T.3.2.4, R.1.2
- Marble material T.3.1.2
- Mass T.6.14.1, R.5.2
- Material T.3, R.1.1
- Measuring system T.2.5
- Memory use T.2.7.1, T.5.20.1
- Mesh T.4.1.4, R.1.2
- Method T.4.4.1, T.6, R.4
- Mirror modification R.1.3
- Modelling T.1.6
- Modify R.1.3
- Morphing T.3.3.5, T.6.12, R.2.2.12
- Motion blur T.5.19
- Move T.1.5.2, R.1.3
- Multitasking T.2.1
-
- N
- -
-
- Naming Objects T.1.6
- Materials T.3.1.2
-
- O
- -
-
- Object T.1.4
- Object hierarchy T.1.5
- Offset R.1.2, R.3.2.6, R.4.2
- Open freeform T.4.1.5
-
- - INDEX I.4 -
-
- Operations
- (Boolean, logical) T.4.2
- Optimizations T.5.16
- Outline rendering T.5.5
- Overscan T.2.2
-
- P
- -
-
- Palette window T.1.6, R.1.1
- Palette of a screen T.2.2
- Parallel mapping T.3, R.1.1, R.1.2
- Parallel projection T.2.3.1
- Particle animations T.6.14
- Paste R.1.3
- Path motion T.6.1
- Perspective projection T.2.3.1
- Phong shading T.4.1.4
- Playing animations C.2.3
- Point editing T.4.1
- Polar coordinates T.2.5, T.3.2.4, R.1.1
- Polygon representation T.2.4.4
- Polyhedron T.1.9.1, R.3.2.6, R.4.2
- Preview T.5.9
- Primitive T.1.4
- Project T.1.1
- Projection T.2.3.1
-
- R
- -
-
- Ram use T.2.7.1, T.5.20.1
- Random function T.6.9.6
- Ray tracing T.5
- Redraw T.1.3
- Reflection T.3.1.2, T.3.1.3, R.1.1
- Refresh screen T.2.1
- Relative coordinates T.2.5
- Remapping freeforms T.4.1.5, R.1.3
- Removing points T.4.1.5, R.1.3
- Rename T.1.6, R.1.3
- Rendering modes T.5.5
- Rendering speed T.5.16
- Reset display T.2.3.4
- Rethink wireframe T.4.2, T.4.2.1, R.1.2
- Ripples T.3.3.2, T.6.23.4
- Rotate T.2.5, T.4.1.4.4, R.1.3
- Rotation method T.6.2, R.2.2.2
- Roughness T.3.1.3, R.1.1
- RPL T.7, R.3
-
- - INDEX I.5 -
-
- S
- -
-
- Saving T.1.8, R.1.1
- Scale T.2.3.3, T.2.3.4
- Scope of materials T.3.3.1, R.1.1
- Sectors T.1.9.2, R.1.2
- Selected objects T.1.5.2
- Select window T.1.2, R.1.1
- Separate IO T.2.3.2, R.1.4
- Shading T.5
- Shadows T.11.1, T.5.5, T.5.16.6
- Shadow mapping R.1.1
- Shear R.1.3
- Size R.1.3
- Size method T.6.4, R.1.5, R.2.2.4
- Size tag R.4.1.4, R.5.2
- Skeletons T.6.9, T.7.6.4, R.2.2.9
- Snap to grid T.2.6, T.1.6
- Snap to objects T.1.3
- Soft shadows T.11
- Solid model T.3.1.1
- Specularity T.3.1.2, T.3.1.3, R.1.1
- Sphere T.1.5.1, R.3.2.6, R.4.2
- Spherical mapping R.1.1, R.1.2
- Spin T.6.14.2, R.1.3, R.5.2
- Spline mapping T.3.2.6
- Stretch modification R.1.3
- Structure R.1.4
- Subgroups T.4.1.2
- Swap R.1.3
- Sweep T.6.3, R.1.5, R.2.2.3
-
- T
- -
-
- Tags R.5
- Textures T.3.2.2
- Tiling T.3, R.1.1
- Time T.6.13.3, R.1.1
- Transparency T.3.1.3
- Tree generator R.1.2
- Tube tools T.1.10.2, R.1.2
- Turbidity T.3.1.3, R.1.1
- Turbidity saturation T.3.1.3, R.1.1
-
- U
- -
-
- Undo T.2.7
-
- - INDEX I.6 -
-
- V
- -
-
- Vector R.3.11
- Vector stack T.2.8, R.1.6
- Velocity T.6.14.1, R.2.1, R.5.2
- View window T.1.2, T.2.3
- Viewpoint T.2.3.3, R.1.2
- Visibles T.1.4, R.1.2
-
- W
- -
-
- Wave method T.6.23, R.2.2.14
- Wireframe model T.2.4
- Wood material T.3.3.1
-
- Z
- -
-
- Zoom in/out T.2.3.4, R.1.4
-
- - INDEX I.7 -
-
-
-
- END
-
-
-
-
-