CompuServe Thread

#Height Field IPAS?

9 messages in this thread
#73619From: Nathan JohnstonDec 29, 1993 10:39 PM
Does anyone know of an IPAS routine that will produce an effect similar to the height field object in POV Ray? I would like to model some fractal landscapes but the conversion to a polygon mesh generates HUGE dxf files and less detail. Is there a better way to do this? –Nat'n
#73622From: Dec 29, 1993 11:05 PM
Nat'n: What is the height field object in POV Ray? If you can describe the effect, we'll see what we can to to achieve it! Greg Pyros [Pyros Partnership, Inc] gpyros@pyros.com 29-Dec-93 at 8:56p PST
#73700From: Nathan JohnstonDec 30, 1993 6:24 PM
From the POV Ray manual: "A height field is essentially a 1 unit wide by 1 unit long box with a mountainous surface on top. The height of the mountian at each point is taken from the color number (palette index) of the pixels in a graphic image file." This is great for making fractals (or other images like the PCX files produced in Vista Pro) into 3D landscapes! I have tried to do similar things in 3DS but havent' come close to the detail possible in POV Ray. I tried to convert a GIF to a DXF but this resulted in HUGE file w/o enough detail. POV ray actually computes 2 small triangles for each pixel in the bitmap. I would think that you could use an AXP or PXP type process to duplicate this effect. You would need a parameter for the bitmap and could scale the dimensions to the stand-in box. The POV height field can accept 8bit GIF files, 16bit POT files created in fractint, and even TGA files for 24 bits of depth information. It sounds like the Yosters are working on something very similar! –Nat'n
#73707From: John EllisDec 30, 1993 7:36 PM
Nathan – Another approach which I really like is the one Digital Arts created. You build a 2-D mesh for whatever level of detail you think you'll need and then apply a B/W or Color image to it, (its based on grayscale contrast) and depending on the values you set, the vertices are deformed. Its very efficient in that it does not contstruct monsterous meshes (you define the size of the mesh), and the vertices are pulled almost like a spline in continuity. This means for instance you can create a large rough shaped cirlce or outline like on a contour map of lets say 40% white and a second inner circle on the inside (no gradient needed) with say 60% white and a third inner circle of 80% white and you've got a smooth shaped mountain. If your image does have a gradient it will follow it as closely as the detail of your mesh allows. Of course if you set the parameters extreme and you don't have enough vertices you can get sharp peaks, but if this happens you just subdivide the mesh a little more, reapply the map and you're good to go. Typically this is not a problem and the smooth shaders take care of the rest. FWIW -JE
#73658From: Yost GroupDec 30, 1993 10:42 AM
We're working on an IPAS3 PXP that will do displacement modeling by applying the greyscale of an image to an object and deforming the object according to the image. It will then do adaptive data reduction to greatly simplify the resulting object, actually making it usable. – G
#73692From: Ralph F. FrantzDec 30, 1993 4:17 PM
>> We're working on an IPAS3 PXP that will do displacement modeling… Excellent Gary! I was wondering when we would see this IPAS since I read thru the docs on an SGI. I remember thinking what a great way to model. Seems it took a while for this IPAS to really catch on but lately I think I'm in IPAS heaven! Can't wait for IPAS3 stuff to appear. -Ralph
#73779From: Yost GroupDec 31, 1993 11:11 AM
This is just one of a bunch of very useful routines. Some of them are so graphical that you'd never believe it wasn't part of the core 3DS code. – G
#73701From: Nathan JohnstonDec 30, 1993 6:24 PM
Great!! Any ideas when this might be available? –Nat'n
#73778From: Yost GroupDec 31, 1993 11:10 AM
We're currently scheduled to ship our new IPAS routines in late March or early April. – G