home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!ogicse!news.u.washington.edu!stein.u.washington.edu!hlab
- From: U2014001@VEC.CCUPM.UPM.ES (David Caballero)
- Newsgroups: sci.virtual-worlds
- Subject: DESIGN: 3D Forests
- Message-ID: <1k7bukINNod6@shelley.u.washington.edu>
- Date: 27 Jan 93 15:26:25 GMT
- Article-I.D.: shelley.1k7bukINNod6
- Organization: University of Washington
- Lines: 112
- Approved: cyberoid@milton.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 of 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 severe limitation to my expectations.
- The first module of the project was then presented 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
- Research (he is actually involved in some VR like projects with fire
- fightning helicopter 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.
-
- BEST REGARDS
- GNOMO
-