CompuServe Thread

#Jurassic Park

22 messages in this thread
#58317From: John GrossJun 6, 1993 4:31 PM
Just saw Jurassic Park today. If anybody's ever doubted the computer's ability to realistically portray the world you better be prepared to be amazed! I won't ruin anything by telling stuff, but you need to see this movie! Just remember…most of the scenes with dinosaurs were CGI.
#58322From: Jim S. RoofJun 6, 1993 7:43 PM
I read in Computer Graphics World that they suspect that Metaballs were used to do some of the animations. Have you heard any such talk? Aparently Metaballs are incredibly useful for creating organic shapes but very difficult to apply maps to. If you have not read the article it might be interesting to you. But then, it was a fairly cursory treatise. Any luck we'll get something like this on our platform?
#58360From: Mark DannerJun 7, 1993 1:02 PM
Jim, I saw the metaballs article as well. That technology sounds pretty cool. I don't think the Amiga platform will see any metaball modelers any time soon. It would seem that spline and polygon modelers are too different in nature to accomodate a metaball addin. In other words, a modeling package that supports metaballs would have to do so from the ground up, IMHO. And that will take some time! That would definately be cool, though.
#58396From: Anthony RamirezJun 7, 1993 8:04 PM
>I saw the metaballs article as well. That technology sounds pretty cool. I have only seen a animation done by some Japanese which was shown in a Siggraph tape and they quickly described it but it wasn't that clear. Could one of you guys explain what is so special about MetaBalls? <<< Tony D. Tracer >>>
#58410From: Margaret CopelandJun 7, 1993 11:14 PM
I'd suggest that you get Kawaguchi's book, "Growth Morphogenesis". He explains what Metaballs are and how he uses them. The system that rendered the Metaballs and the software appear to be proprietary. I wish Imagine had some way of or- ganically morphing smooth shapes – letting them grow in a fractal pattern over- time.
#58418From: Jim S. RoofJun 8, 1993 12:52 AM
Metaballs are defines by a point that carries with it radial information and has a threshold at which it will fuse with another metaball. They could be described as behaving like drops of mercury for some types or like clay or putty for other types. Super Metaballs are defined additionally by allowing the modeler to narrow the direction if which the fusing takes place. This is useful for modeling, say, a hand. You want the finger joints to fuse but you do not want the fingers to meld into a mitten-like object. They can create very complex shapes that would be practically impossible with polygonal or even spline-based modelling. They pack into a small file usually about one third the size of a poly file. To give you an idea as to their versatility, it takes about 43 metaballs to make a beautifully designed human figure. Unfortuneately, the problems with rendering them is that they are mostly impossible to map. How can you map objects that fuse? If you want more info, I got this and more from the latest Computer Graphics World. Jim Roof ?exit (let's try that again)
#58422From: John GrossJun 8, 1993 12:53 AM
Simply, Metaballs are kind of like adding lumps of clay to an object.. if you need more mass in an area you glob a metaball in and it blends in seamlessly into the rest of the model. JG
#58472From: Matthew J. W. RatcliffJun 8, 1993 5:12 PM
I bet the renderer is pretty specialized too, although raytracing with only sphere primitives is very fast, it would not be optimal unless it knew what to expect.
#58677From: John DowdellJun 12, 1993 12:56 AM
Hi Mark, Well, I think it'd be *possible* to use metaballs in a poly modeler…! Metaballs and blobby modeling both fall under "implicit modeling"…using algebraic expressions (instead of a listing of poly vertices, or a parametric patchmesh description, or quadrics) to describe a shape. The "sphere of influence" that Jim Roof describes is a special case of this, but not the only way it can be used! The hard part is figuring out the equations needed for a certain shape, and I think that may be why most of the action is on the blobby methods now — it's easier for designers to interface with. But it's tough to render these equations. One popular way is to first polygonize the data, and then send it out to a normal renderer. Paradoxically, it's easier to fit poly vertices to a specified shape than it is to fit a spline patch to it — the tradeoff is lower fidelity vs. quicker development. But blobs->polys is being done today! (And isn't this "zone of influence" idea similar to the way that bones deform vertice positions?) It seems metaball computation is a bear, though…takes significant time even on a workstation. There's already a PC program (it's either Poly-Ray or POV-Ray) that uses Blinn-style blobby modeling…haven't fired it up yet myself…more info in GraphDev. And there's what sounds to be a hot class on Implicit Modeling at SIGGRAPH this year, with many of the folks who've done the basic research. Odds are that we'll be able to use this stuff "soon" — cool! Anyone have more info?
#58405From: LOUISJun 7, 1993 10:31 PM
Jim, I saw the program being used at SIGGRAPH in Chicago last year. They had a small booth with hardly any people around. I managed to get a "tour" of the program. reeal nice stuff, and interesting concept. After a while you start getting the feel of working with clay balls… =Louis On AUTOPILOT over Chicago Stadium, GO BULLS!
#58520From: Peter GreciJun 9, 1993 11:55 AM
I believe Electrogig's 3D GO Software for the SGI supports the use of Metaballs.
#58421From: John GrossJun 8, 1993 12:53 AM
I've heard a few different things about it. I am going to a gathering this Saturday to find out from ILM how they did a lot of the shots. Should be pretty interesting. I wouldn't be surprised if Allen & Stuart came up with a better way than Metaballs to do organics in the future. Bones are better than freeform deformation…. JG
#58480From: Jim S. RoofJun 8, 1993 9:40 PM
John, I am not a mathemetician, but I have been modelling organic shapes in LW and from the various experiences that I have had, it does seem that there could even be algorithms applied to the joining of polygonal masses. It would require the movement of a good deal of points to create the common vertices and still allow for good smoothing to take place. This is always the rub. It seems that the shapes could be intersected, then based upon a user-defined radial distance from the center of the intersection, the points that fall within this distance would be moved as if being stretched along a rubber band until the points slowly are displaced over the distance until they become a shared point. I know this is problematic, but it is basically what I am doing in painstaking detail at this moment! The original primitives actual would change shape, but for organics that would be OK as long as the basic linear structure was maintained. I'll shut up now!
#58484From: Nathan WahlJun 8, 1993 9:48 PM
John, ILM. Ooh. Ahh. (castigated bow). Have fun. Hey, ask if they got any Amigas there, OK? … Nate, Emerald Video. I Animate – because – I am a Nate!
#58406From: LOUISJun 7, 1993 10:32 PM
What's the movie supposed to be about? =Louis On AUTOPILOT over Chicago Stadium, GO BULLS!
#58423From: John GrossJun 8, 1993 12:53 AM
Jurassic is based on Michael (Andromeda Strain, et al) Crichton's book of the same name. Basically, a way has been found to clone dinasaurs from their DNA strands found in mosquitos frozen in amber. A very rich man/company builds a 'theme' park on a remote island full of these cloned dinos and a few experts are invited to approve the park and…..things happen! If the story doesn't grab ya, the movie is a must see for any body interested in computer graphics. The majority of the shots were CGI. JG
#58473From: Matthew J. W. RatcliffJun 8, 1993 5:16 PM
The book is outstanding… start raytracing a complex scene of about 200 frames and by sunrise you'll be done the book.
#58486From: Jim S. RoofJun 8, 1993 9:50 PM
WAnd after the last page you'll realize that you had a flipped polygon. But that's OK. You're probably on about frame 15 by morning anyway.
#58492From: John GrossJun 8, 1993 11:11 PM
That's about how long it took me to get through it! Although, by the time you're done with the book, you realize it was written kind of as a screenplay… I loved it tho.
#58597From: Matthew J. W. RatcliffJun 10, 1993 5:51 PM
Several of my other astute friends realized that the book was pretty much written as a movie. The pacing, the high degree of visual stuff… Have you read Sphere or Congo yet? Also excellent Crichton books… Sphere is ALOT like the Abyss, at least in scenario and characters.
#58632From: John GrossJun 11, 1993 1:11 AM
Not yet, perhaps when I get some free time… RIGHT!!!!
#58458From: Peter GreciJun 8, 1993 4:06 PM
Thanx for the min review of Jurassic Park.