Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!think.com!rpi!uupsi!sunic!liuida!isy!lysator.liu.se!zap From: zap@lysator.liu.se (Zap Andersson) Newsgroups: comp.graphics Subject: Scene description: RayMond, comp.gfx's own scene description...:-) Summary: C'est ne pas une summary Keywords: Ray Scene Message-ID: <625@lysator.liu.se> Date: 9 May 91 06:47:30 GMT Sender: news@isy.liu.se (Lord of the News) Distribution: comp Organization: Lysator Computer Club, Linkoping University, Sweden Lines: 76 I think that a scene description language, empasizing the word SCENE, as RenderMan does is problematic (not saying it's a Bad Thing). What I propose is a Model description language, describing: * Geometries * Lights * Semi-surfaces * Named transformations that can later be changed ? (The latter for the animation folks... :-) Note the 'semi' on surfaces, that is a big hitch in renderers. Of course we should pass the geometries as good as possible. But surfaces ARE a problem. In my mind, the Pixar approach with user-programmable shading, is a) Too complex to implement (yes I'm lazy) b) Too complex to the average luser Also, if the shading is part of the interface, it is bound to lay some constrains on what can and what cannot be done, thus limiting creativity. As I see it, the difference between most PD tracers is not what geometries they eat (even if they eat NFF, OFF, DXF, RTK, XYZ, HIC, ETC) but how they shade them. Some use 3d textures, some use 2d bitmapps, some use wavesources and other use other things. Some use projective mapping, some use parameters on the surfaces for mapping, and some has texturemap coordinates stored in each vertex... This is a problem to standardize, and is why I cant support renderman in my renderer. Where do I put the texturemap coordinates 'per vertex' in a sphere :-) Also, to MY warped mind, all these differences are the strengths and weaknesses of the renderers! If we standardize these, why write more than one renderer in the first place (and take all the fun out of it) :-( ? I'm not saying standards is a Bad Thing. I'm not saying Renderman is a Bad Thing. I'm just saying that they might somehow kick creativity, an d they may take an awful lot of time, if they are too complex. Like I said in an earlier post: Let's define RayMond interface as: * Renderman primitives * All features of renderman with things impossible in raytracing (e.g. true displacement shading) ripped out * Effichiency shemes thrown in * Editable objects (move, squach, fiddle) * Not nessecarily having standardized shading When a raymond surface wants to be wood, it should say so, and spit out the settings for 'wood' as it was defined in the renderer/modeller creating that file. However, if the other renderer is different, it only cares about those parts of the shading it can understand, such as ambient light, surface color e.t.c. and tells the user: Hey user, this is supposed to be wood, want to alster something to make it look more like that? And the user can. Sorry for being incmprhnsibl, I'm under timestrain (bus in 1 minute ;-) and a stupid keyboard. CU all! -- * * * * * * * * * * * * * * * * * (This rent for space) * My signature is smaller than * Be warned! The letter 'Z' is Copyright 1991 * yours! - zap@lysator.liu.se * by Zap Inc. So are the colors Red, Green and * * * * * * * * * * * * * * * * * Greenish-yellow (Blue was taken by IBM) -- * * * * * * * * * * * * * * * * * (This rent for space) * My signature is smaller than * Be warned! The letter 'Z' is Copyright 1991 * yours! - zap@lysator.liu.se * by Zap Inc. So are the colors Red, Green and * * * * * * * * * * * * * * * * * Greenish-yellow (Blue was taken by IBM)