CompuServe Thread

#MicroBot Design Disk

18 messages in this thread
#6956From: Gregg TavaresNov 29, 1988 3:52 PM
Has anyone figured out what to do with the MicroBot Design Disk from Antic? What kinds of programs can use those objects? I tried loading the Anthrobot into Sculpt-Animate 3-D on a 2.5 meg A1000 and couldn't even load it. On Turbo Silver I could load it but I couldn't render it in 'Solid Model' mode although I could 'Full Trace' it. I think Antic should warn users, somewhere on the outside of the box, that you need at least 2.5 meg to render most of the example robots and that you probably need 4.5 meg to render the two very complex ones.
#6964From: Stan Kalisher (Impulse)Nov 29, 1988 6:43 PM
Gregg – Aha! You found the major flaw in the Antic disks. The problem is that the ST CAD programs do not use phong shading, consequently they usually contain about a "BZILLION" (Leo Schwab's term) triangles to get a smooth surface. We are currently converting the disks into Turbo SIlver format, and the TSilver versions will be 60% less dense. Don't flame the Antic folks too bad though they probably didn't realize the problem. I know you aren't going to like to hear it, but it seems that most of the serious rendering programs are going to require goo-gobs of memory to perform properly, especially on large complex objects. I know 2.5MB seems like alot of memory, but to be honest in the world of 3D rendering it isn't. I have 7MB in my own system at home and have created cells that I can't render either. Knowing that the 020 will address about 1/2 GIG of RAM that's what I want! In addition to being able to render anything, I't would keep my house nice and warm during the long cold Minnesota winters!
#6975From: Louis MarkoyaNov 29, 1988 8:20 PM
I have rendered (as seen in LIB 11 ) the Antic Robot objects and used 3 meg to do so………………Louis
#6976From: Stan Kalisher (Impulse)Nov 29, 1988 9:12 PM
Lou – we have heard from a lot of users who seem to have problems around the 2 to 2.5 MB point. Once you get to 3+ MB problems seem to diminish as your RAM increases from that point. <– Stan
#6987From: Steven BennettNov 29, 1988 10:25 PM
Wouldn't it be possible to render images with less memory, but at a greatly reduced speed? Given the high current price of RAM nowadays, such a rendering mode would be an added advantage, IMHO. –>Steve Bennett
#7003From: Stan Kalisher (Impulse)Nov 30, 1988 12:14 AM
Unfortunately it's not a variable. We use a true Octree system prior to the triangle intersector doing it's thing, The larger and more dense the objects in the scene, the more memory that is required to disperse the triangles, with a possible 64000 oct volumes being calculated. It akin to tossing a dry sponge into a bucket of water, the larger the sponge the more it will expand in the water. As a test, I built a 50,000 triangle terrain object (one single object) on disk, it was about 1.2MB, but it needed just under 9MB to render. <–Stan
#7013From: Steven BennettNov 30, 1988 10:23 AM
What's an Octree system? I'm familiar (or thought I was) with most of the Ray tracing theory, but this is new to me. Sounds a bit like some hidden object removal schemes used for 3D rendering without ray tracing, but I wouldn't think such a scheme would be needed in ray-tracing, so I doubt that's it… I almost hesitate to suggest the possibility of virtual memory… <grin> –>Steve Bennett
#7037From: Stan Kalisher (Impulse)Nov 30, 1988 6:42 PM
Steve – Octrees are simply a method of subdividing the screen into 64000 cubes (ram permitting). The triangles are then dispersed through the Octvolumes, effectively allowing our triangle intersector routines to deal with the volumes independantly. If there are no triangles in any specific volume, (like the sky) the tracer whips through it to the next volume. Using true Octree subdivison as Turbo Silver does, is one of the reasons (There are others) why TSilver is considerably faster that the other folks out there. < — Stan
#7112From: SyndesisDec 2, 1988 12:38 AM
Stan, you forget that the Antic object disks were designed for use in a one meg ST system. It's the Amiga 3D programs that are pigs in terms of memory use. When I converted these disks for Antic, I made them well aware of the large number of triangles in the objects. By comparison with some of the other objects available from other companies on the Amiga, they aren't too bad. For example, consider a work with ten or twelve letters from the Fancy Font disks – the resulting object is often larger than many of the Antic objects. Besides, the Antic objects are also good for splitting into "spare parts", because the arm of a robot can often be used for other things.
#7122From: Stan Kalisher (Impulse)Dec 2, 1988 7:38 AM
The only criticism I really had about the ANtic objects was the density of triangles, They could probably be about 40% or more less dense for use in Turbo Silver. We are finishing up a routine that tries to intelligently reduce what TSilver shouldn't need in the objects. <– Stan
#7132From: SyndesisDec 2, 1988 1:20 PM
For any rendering mode that doesn't have Phong shading, the extra triangles make sense. Atari CAD-3D didn't have any Phonglike shading modes. Neither does VideoScape 1.0, Sculpt Painting mode, sketch mode, etc. To use smoothing modes, you require lots of extra time, in most programs. Just because Turbo Silver is the fastest… 🙂 It depends on the object, some faces could be removed if you have smoothing options.
#7149From: Stan Kalisher (Impulse)Dec 2, 1988 7:14 PM
Of course you know very well, I'm just being a S**T head about it, but as long as we have the fastest rendering engine out there so far, and we know that our (Tsilver) worst enemy is extremely high triangle density, I just can't live with the objects in their current format. Also bringing in them in via current Interchange, from either Sculpt or VideoScape format looses any heierarchy in the object. In our effort to remain the "Good Guys" out there, the least we can do is break the objects down, and clean them up a little bit. <– Stan
#7175From: SyndesisDec 3, 1988 12:04 PM
Hierarchies aren't really present in the CAD-3D objects. The objects are separated into pieces, but there is no notion of the "hand-bone connected to the leg-bone" – that's all done in a separate script for the Cyber-whatever interpreter. Also, if we had converted the objects to Sculpt Animate format, that is, with the hierarchies, the objects would have been too bulky to all fit on one disk. For VideoScape, it is so difficult to make hierarchical objects – and it wasn't even possible (really) in VS 1.0. However, our in-house CAD-3D converter does handle the separate objects, so if we convert to Turbo Silver, the objects *are* separate. Antic is talking to us about converting to your format, however.
#7194From: Stan Kalisher (Impulse)Dec 3, 1988 5:43 PM
I stand corrected regarding the hierarchies. Actually I would prefer it if Syndesis would do the conversion, as some stuff is starting to creep into our schedule, that may make the time to do it hard to find. As long and the objects can be broken down into their seperate parts, the user could then define his/her own hierarchy. I would still like to see lots of them damn triangles removed however. < — Stan
#7741From: pat beaulieuDec 12, 1988 2:25 AM
Hi I bought the Human design disk in the videscape 3D format and I am trying to convert that to Sculpt format using Interchange and it works with small objects, but I'am missign parts of the object when transfering big files like the Righthand. I get only 1 or 2 fingers… the ther rest is only dotted, not lined!
#7815From: SyndesisDec 13, 1988 5:28 PM
It sounds like a bug we squashed about six or eight months ago. You should send in your master InterChange disk to Syndesis, and we'll update you to the latest versions of everything. If you have any other InterChange modules, such as Turbo Silver or Forms In Flight, be sure to send those, too. The Microbot objects are very large, and some old versions of the Sculpt module had trouble with large objects.
#7111From: SyndesisDec 2, 1988 12:38 AM
I've loaded the Anthrobot in a 2.5 meg machine without troubles. Are you running other programs that could be consuming memory? Antic was supposed to have a warning sticker about recommended memory. Wasn't there any notice of this on your box?
#7131From: Gregg TavaresDec 2, 1988 12:44 PM
There wasn't any mention of memory on my box. I bought them for one of my roommates who only has 1meg. I have 4.5 so I can render them but it's not easy.