Newsgroups: comp.graphics Path: utzoo!utgpu!watserv1!maytag!mks.com!david From: david@mks.com (David Rowley) Subject: Scene Description Standard Organization: Mortice Kern Systems Inc., Waterloo, Ontario, CANADA Date: Tue, 30 Apr 91 00:36:12 GMT Message-ID: <1991Apr30.003612.16050@mks.com> One of the harder problems in producing snazzy computer graphics seems to be the modelling, rather than the rendering. One reason for this is the lack of a standard modelling format. Would it make sense to define a new, say text-based, format to describe a world, such that a renderer could use as much information from it as possible, and chuck the rest ? There could be the standard sort of NFF, Rayshade type primitives (sphere, ellipsoid, cone, polygon, box, etc) with a set of filters that would convert higher-level primitives to lower-level ones for those renderers that need that lower level. For example a sphere could be tessellated into triangles, or polygons, for those renderers without a general 'sphere' primitive. Spline objects could be translated into polygons. The filters would be written in portable 'C' so that the transformations were available on all platforms. In fact a filter could be created to convert *everything* down to polygons, then a display program could simply display a wire-frame rendering as a fast model preview. Filters could also be written to translate this standard format into a format accepted by a particular renderer. Another filter could take a set of polygons and produce a hidden-line rendering. By developing general-purpose primitive-conversion filters, all renderers would be able to work with all scene descriptions, at least to some extent. Perhaps a CSG filter could convert a CSG description to polygons for those renderers without that capability. Some of these filters may be quite complex. Special-purpose filters could be created to generate 3D text, surfaces of rotation, or extrusion. Surface descriptions are harder than modelling the geometry of a scene. There should be enough described in the standard to handle the most common parameters, such as ambient, diffuse, specular, etc, but there should be a general way of handling procedural surfaces such as wood, marble, etc. Interactive X-Windows, Microsoft Windows, or whatever applications could be created that would read and write this format, to allow manipulation of the world. Those without a modeller could craft scene descriptions by hand. Does it make sense ? Anyone interested ? -- ll // // ,~/~~\' David Rowley /ll/// //l' `\\\ Mortice Kern Systems Inc. / l //_// ll\___/ 35 King Street North, Waterloo, ON, Canada N2J 2W9 O_/ 519/884-2251, FAX 519/884-8861, david@mks.com