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- From: David Caballero GNOMO <U2014001@VEC.CCUPM.UPM.ES>
- Newsgroups: sci.virtual-worlds
- Subject: TECH: Virtual Forests rendering
- Date: Wed, 20 Jan 1993 19:48:39 CST
- Organization: University of Washington
- Lines: 100
- Approved: cyberoid@milton.u.washington.edu
- Message-ID: <1jvobuINNk8u@shelley.u.washington.edu>
- NNTP-Posting-Host: stein.u.washington.edu
- Originator: hlab@stein.u.washington.edu
-
-
- This article is to reply those asking me for a bit more of information about 3D
- modelling and rendering of forests, i.e John Curtis, Chris Hand, Diego Montefus
- co, Paul Simpson, Thomas Eskridge, Michael Almquist and Thad E Starner:
-
- I have been involved as analyst and programmer in a research team of Forest
- Fire Simulation from 1989. In such project I developed a first approximation o
- f what I thougt a burned forest should seem like. It was entirely programmed on
- a PC with starndard VGA graphics and, may I have to admit it, it was a several
- limitation to my espectatives. The first module of the project was then present
- ed as a paper in the IXX World IUFRO Congress, at Montreal, Canada, in August o
- f 1990. Then I showed it to Peter Kourtz, one of the greats on Forest Fire Rese
- arch (he is actually involved in some VR like projects with fire fightning heli
- copter simulators and computer programming using voice recognition) at Petawawa
- Forest Institute. He, then, said: "Oh, very nice graphics". Yes, it was, but I
- was seeking a little bit further.
-
- At the end of that very year I went to the II World Congress on Forest Fire Res
- earch, an then again, I had the opportunity to show my work to Richard R. Rothe
- rmel, Forest Fire Research Leader at Intermountain Research Laboratory (USDA) a
- t Montana, and Francis Fujioka, at Riverside (CA, USDA). This last one told me:
- "Well, your work sounds interesting but, what do you consider is the next step?
- ". And the next step, I told him, was the high end graphics and the human inter
- facing with computers.
-
- All this facts lead us to the present. Nowadays I am working with other har
- dware and software, but my goals are the same. I intend to a) Represent high en
- d computer generated pictures of landscapes to see what can be in the future wi
- th such or such activity taking place on natural environments. The area of acti
- vities I am refering to is civil engineering and, more close, forest and natura
- l environmental engineering. b) To involve VR techniques for the forests and ge
- neral natural environmental management, by means of developing new software or
- adapting the existing one to VR environments. In this way I am thinking about 3
- D GIS whit data input and management via standard VR devices (such as dataglove
- s etc.). (I have a lot to speak about this, because I have several ideas that I
- want to be real). c) To develop a VR Operating System for Forest Fire Crew tra
- ining. Supose all those guys being involved in hazarous situations when a fire
- occurs and are rarely expected. It will take artificial intelligence inputs of
- those with experience and, virtually, give the other some hints as the virtual
- forest fire simulation take place. d) One of my dreams is to submit a work to I
- MAGINA and SIGGRAPH showing how can I represent natural environments, focusing
- mostly on tree and forests modelling and rendering. At this point I have got an
- idea called CYBERJACK, a project I want to develop along 1993 year to be prese
- nted at 1994. (Is a story about CYBERnetic timberJACKs, really amazing).
-
- Getting to the point I am nowadays working over a Silicon Graphics IRIS
- CRIMSON XS24 (Is hard to find, buy or share such computers in Spain) with TDI s
- oftware, i.e. TDI Professional Animator Explore. The package counts with a modu
- le of 3D tree modelator, namely TDIAMAP, developed by CIRAD at Montpellier (Fra
- nce). As forest engineer I have to say that the species are very realistic ones
- but it has a drawback: the huge facets databases it generates. Trying to modela
- te a whole forest, with thousand of large, medium and small trees as well as ot
- her plant levels such as shrubs and grass, lead us to millions of facets to be
- computed for ONE final rendered frame.
-
- The firsts attempts to render it where unfructuous because only 16 trees co
- llapsed the swap disk space. So I decided to render the image in several stages
- and then compose all of them with a Z buffering. Because of the type of Z-compo
- se involved the same space disk and time rendering, so nothing solved. But, and
- here is the idea, why to Z-compose?.
-
- So I went to the root of the problem. Why takes so many disk space and time
- the rendering of a forest?. Is it because of the complexities of the tree model
- used? The answer was NOT. The rendering routines of TDI Explore analizes each
- pixel of the screen tracing a rendering line crossing trough ALL of the facets
- that are behind that very pixel. This is the key. To ratify this hyphothesis I
- modelled 10 thousand of non-complex objects, i.e. a single hexaedron, and place
- d it one in front the other in a single row. Then I placed the virtual camera i
- n front of the first one so only one object could be visualized. But there were
- 10,000 x 2 = 20,000 facets in " front" of each pixel being analized by the rend
- er routine. And Tah taaah Y "process stopped due to no more swap space". The sa
- me limitation I had with a very complex object.
-
- The solution then was obvius. I have to render the forest splited in scrip
- ts with trees placed roughly in the same plane but with FEW FACETS OVERLAPPING
- each other. Then a single compose OVER did the work. I called it Multiple PLane
- s Rendering Compose. Some limitations to the method are: 1) The camera is neede
- d to move rougly parallel to the normal of the analisys planes. The rendering o
- f the quck turns are rather complicated to set. 2) The method implies complex s
- cript editing, precise object location and a very carefull order in the final c
- omposition. 3) It involves a lot of scripts, one per analisys plane. 3) How to
- render the shadow casting over the floor and over the other trees (I think I've
- got the solution projecting the shadow along a vector parallel to the analisys
- planes). 4) It is possible to render turns of the camera by succesive composing
- of renders, not by planes, but by concentric cilindric surfaces from the camer
- a location.
-
- At the moment I am programming in C-Shell all the process involved. I will
- send you a copy of the code when I finish it.
-
- Please, send me any comments about this article that, be care of it, is the
- only one being published at the date.
-
- Thanks all of you sharing knowledges. VR is rougly known here in Spain and
- I can't say if there is projects on it. But it is overwhelming how it is being
- accepted in the rest of the world. Don't wait for the future, the future is her
- e right now.
-
- Cheers.
- GNOMO.
-