Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!uunet!stanford.edu!leland.Stanford.EDU!pangea.Stanford.EDU!rick From: rick@pangea.Stanford.EDU (Rick Ottolini) Newsgroups: comp.graphics Subject: Re: Scene Description Standard (Renderman isn't good enough) Message-ID: <1991May2.162138.4249@leland.Stanford.EDU> Date: 2 May 91 16:21:38 GMT References: <1991Apr30.211131.7166@nntp-server.caltech.edu> <1991May1.161329.26495@uokmax.ecn.uoknor.edu> Sender: news@leland.Stanford.EDU (Mr News) Organization: Stanford Univ. Earth Sciences Lines: 28 In article <1991May1.161329.26495@uokmax.ecn.uoknor.edu> stparker@uokmax.ecn.uoknor.edu (Steve Parker) writes: > With these observations, I set out to design my input language. >I have come up with an interpretive type language which has proved to >be very powerful and very expandable. At the bottom, I have attached >a short piece of code which renders a CSG face. I would appreciate any >inputs or *constructive* criticisms. An example of a declarative binding to the RenderMan specification is the scene description language in the ART part of SunVision. I did not see a declarative binding or metafile description to RenderMan in Upstill's book. I wrote a declarative scene description language for the purposes of scientific visualization a few years ago. The goal was to represent discrete data as 3-D geometric objects. (Continuous samplings in 1-D, 2-D, and 3-D have their own representation techniques such as graphs, surfaces, and volumes.) I got tired of writing large amounts of generally repetitive PHIGS code and of the slow edit-compile-run-debug cycle method of building scenes. I modeled my scene description language after the [unpublished] metafile of MacDraw. The characteristics Iemulated from MacDraw was a rich set of primitive objects, from zero to three dimensions and the method of compositing into complex objects. I also added a large set of object attributes, generally most of the rendering capabilities of the PHIGS variants I was using. The graphics shops that sell turn-key 3-D design systems at graphics trade shows may have some very good scene description languages. I haven't done a systematic study of their products, but perhaps someone else in this newsgroup could report on this.