Path: utzoo!utgpu!attcan!uunet!super!udel!mmdf From: kvancamp@ardec.arpa (Ken Van Camp) Newsgroups: comp.sys.amiga Subject: Re: Sculpt-4D Upgrade Message-ID: <4919@louie.udel.EDU> Date: 17 Oct 88 16:39:49 GMT Sender: mmdf@udel.EDU Lines: 61 Stuart H. Ferguson writes: >The writer obviously doesn't shop around. VideoScape 3D version 2.0, Right - I spoke without thinking. I have not checked out the new versions of VideoScape and FIF. I needed more fiber in my diet, anyway (munch, munch :-). >I beg to differ. Sculpt-3D's file format is not IFF, regardless of the >fact that it's composed of FORMs and chunks and things. It is not an >"Interchange File Format" because it's not documented and therefore >cannot be used for data _interchange_. For the same reason, Sculpt's >"movie" files are not ANIMs. Well, I'm not going to stick foot in mouth again and get into an argument over IFF, but I'll just point out that the Sculpt-3D scene file format *is* documented. I have a copy of the file format and so do hundreds of other people who sent for Grahams's Ray Tracing Newsletters. I assume you are complaining because it was not officially registered with Commodore, in which case you are correct that it is not IFF. But it is documented (correctly), and Interchange and my own software have demonstrated that the format is reliably readable and writable. Meanwhile, Peter da Silva (I spelled it right!) writes: >Sculpt is not a good example of a ray-tracer. > >Why not? Simple... it has only one object: a triangle. If you want a ray tracer of the type you say Sculpt should be, check out C-Light. It is limited to a small set of primitive solids, such as you are suggesting. The results I have seen out of C-Light (based only on the 2 demo disks) are not nearly as impressive to me as Sculpt's results. Why? Because most real-world objects can simply not be broken down into cones, spheres, cylinders, cubes and derived solids. C-Light's pictures look boxy and unrealistic, as the original Juggler did. If you're going to write a solids modeler, you also have to include some kind of arbitrary polyhedron primitive to take care of things that just can't be rendered otherwise. And then to make it powerful enough to handle complex objects, you have to offer boolean operations to handle all the special cases. And in the end, your user interface is twice as complex (which doubles your code size, since let's face it user interface is 90% of the code anyway) and the results aren't any better. As you say, though, rendering times can be reduced dramatically for simple objects like the peacock. But the trend nowadays is toward greater realism in rendering -- what if somebody wanted to ray trace a real peacock? (See this month's issue of IEEE CG&A for some surprisingly realistic ray tracings of natural objects.) For many complex objects that require arbitrary polyhedra, rendering times would increase, not decrease. That's why I think Eric Graham went with triangles, and I think it was a valid tradeoff. OK, let the flames begin. --Ken Van Camp ARPANET: kvancamp@ARDEC.ARPA -or- kvancamp@AC4.PICA.MIL BITNET: (use above through normal gateways, like UBVM.CC.BUFFALO.EDU) USENET: uunet!ardec.arpa!kvancamp@UUNET.UU.NET "Tis better to Send than to Receive"