ViewVC Help
View File | Revision Log | Show Annotations | Download File | Root Listing
root/radiance/ray/src/cv/mgflib/spec.txt
Revision: 1.1
Committed: Sat Jun 25 09:46:58 1994 UTC (29 years, 10 months ago) by greg
Content type: text/plain
Branch: MAIN
Log Message:
Initial revision

File Contents

# User Rev Content
1 greg 1.1 MATERIALS AND GEOMETRY FORMAT
2     SCCSid "$SunId$ LBL"
3    
4     Introduction
5     ============
6     The following file format is a simple ASCII representation of surface
7     geometry and materials for the purpose of visible-light simulation
8     and rendering. The overall objective of this format is to provide
9     a very simple yet fairly complete modeling language that does not
10     place unreasonable demands on the applications programmer or the
11     object library creator.
12    
13     Similar to Wavefront's .OBJ file format, our format utilizes a
14     number of object entities, one per line, some of which establish
15     a context for the entities that follow. Specifically, there is
16     a context for the current vertex, the current color, and the
17     current material. The current vertex is used only for setting
18     values related to that vertex. The current color is used for
19     setting values related to that color, as well as by certain
20     material attributes which take an optional color setting.
21     The current material is used for setting material-related
22     parameters, and for establishing the material for the following
23     geometric entities. In addition to these three named contexts,
24     there are two hierarchical (i.e. cumulative) contexts, the
25     current transform and the current object name.
26    
27     Each entity is given by a short keyword, followed by space- or tab-
28     delimited arguments on a single line. A single entity may be extended
29     over multiple lines using a backslash ('\') character right before the
30     end of line, though no extended line may exceed 512 characters in total
31     length. (Given the current set of entities, even approaching 80
32     characters would be highly unusual.)
33    
34     Entities and Contexts
35     =====================
36     There are three contexts in effect at all times, current vertex,
37     current color and current material. Initially, these contexts are
38     unnamed, and have specific default values. The unnamed vertex is the
39     origin. The unnamed color is neutral gray. The unnamed material is a
40     perfect absorber. The unnamed contexts may be modified, but those
41     modifications will not be saved. Thus, reestablishing an unnamed
42     context always gets its initial default value. To save a new context
43     or modify an old one, it must first be named. Entities associated with
44     named contexts (i.e. "v", "c" and "m") may be followed by an identifier
45     and an equals sign ('='), indicating a new context. If there is no
46     equals, then the context must already be defined, and the appearance of
47     the entity merely reestablishes this context. If the context id is
48     followed by an equals, then a new context is defined, destroying any
49     previous instance of that context name. Redefining or changing values
50     of a context does not affect earlier uses of the same name, however.
51     Contexts are always associated with a name id, which is any non-blank
52     sequence of printing ASCII characters. An optional template may be
53     given following the equals, which is a previously defined context to
54     use as a source of default values for this definition. If no template
55     is given, then the unnamed context of that type is used to set initial
56     values. Named contexts continue until the next context definition of
57     the same type.
58    
59     Hierarchical Contexts
60     =====================
61     Two entities define a second type of context, which is hierarchical.
62     These are the transform ("xf") entity and the object ("o") entity.
63     The object entity is used simply for naming collections of surfaces.
64     An object entity with a name applies to the following surfaces up
65     until an object entity with no name, which signifies the end of this
66     object's scope. Object entities may be nested to any level, and
67     can be thought of as parts and subparts of an enclosing global object.
68     Note that this is strictly for ease of identification, and has no
69     real meaning as far as the geometric description goes. In contrast,
70     the transform entity is very significant as it determines how enclosing
71     objects are to be scaled and placed in the final description.
72    
73     Without further ado, here are the proposed entities and their interpretations:
74    
75     Keyword Arguments Meaning
76     ------- --------- -------
77     # anything a comment
78     i filename [xform] include file (with transformation)
79     ies filename [-m f][xform] include IES luminaire (with transformation)
80     v [id [= [template]]] get/set vertex context
81     p x y z set point position for current vertex
82     n dx dy dz set surface normal for current vertex
83     c [id [= [template]]] get/set color context
84     cxy x y set CIE (x,y) chromaticity for current color
85     cspec l_min l_max v1 v2 .. set relative spectrum for current color
86     cmix w1 c1 w2 c2 .. mix named colors to make current color
87     m [id [= [template]]] get/set material context
88     rd rho_d set diffuse reflectance for current material
89     td tau_d set diffuse transmittance for current material
90     ed epsilon_d set diffuse emittance for current material
91     rs rho_s alpha_r set specular reflectance for current material
92     ts tau_s alpha_t set specular transmittance for current material
93     o [name] begin/end object context
94     f v1 v2 v3 .. polygon using current material, spec. vertices
95     sph vc radius sphere
96     cyl v1 radius v2 truncated right cylinder (open-ended)
97     cone v1 rad1 v2 rad2 truncated right cone (open-ended)
98     prism v1 v2 v3 .. length right prism (closed solid)
99     ring vc rmin rmax circular ring with inner and outer radii
100     torus vc rmin rmax circular torus with inner and outer radii
101     xf [xform] begin/end transformation context
102    
103     These are the context dependencies of each entity:
104    
105     Entities Contexts
106     -------- --------
107     p, n vertex
108     cxy, cspec, cmix color
109     rd, td, ed, rs, ts color, material
110     f, sph, cyl, cone, ring, torus, prism material, object, transformation
111    
112     Transformations
113     ===============
114     A rigid body transformation is given with the transform entity, or as
115     part of an included file. The following transformation flags and
116     arguments are defined:
117    
118     -t dx dy dz translate objects along the given vector
119     -rx degrees rotate objects about the X-axis
120     -ry degrees rotate objects about the Y-axis
121     -rz degrees rotate objects about the Z-axis
122     -s scalefactor scale objects by the given factor
123     -mx mirror objects about the Y-Z plane
124     -my mirror objects about the X-Z plane
125     -mz mirror objects about the X-Y plane
126     -i N repeat the following arguments N times
127     -a N make an array of N geometric instances
128    
129     Transform arguments have a cumulative effect. That is, a rotation
130     about X of 20 degrees followed by a rotation about X of -50 degrees
131     results in a total rotation of -30 degrees. However, if the two
132     rotations are separated by some translation vector, the cumulative
133     effect is quite different. It is best to think of each argument as
134     acting on the included geometric objects, and each subsequent transformation
135     argument affects the objects relative to their new position/orientation.
136    
137     For example, rotating an object about its center requires translating
138     the object back to the origin, applying the desired rotation, and translating
139     it again back to its original position.
140    
141     Rotations are given in degrees counter-clockwise about a principal axis.
142     That is, with the thumb of the right hand pointing in the direction
143     of the axis, rotation follows the curl of the fingers.
144    
145     The transform command itself is also cumulative, and a transform
146     command with no arguments is used to return to the previous
147     condition. It is best if transforms and their end statements
148     ("xf" by itself) are balanced in a file, so that later or enclosing
149     files are not affected.
150    
151     Transformations apply only to geometric types, e.g. polygons, spheres, etc.
152     Vertices and the components that go into geometry are not directly affected.
153     This is to avoid confusion and the inadvertent multiple application of a
154     given transformation.
155    
156     Arrays
157     ======
158     The -a N transform specification causes the following transform
159     arguments to be repeated along with the contents of the included
160     file N times. (Note that this option is supported only for included
161     files.) The first instance of the geometry will be in its initial
162     location; the second instance will be repositioned according to the
163     named transformation; the third instance will be repositioned by
164     applying this transformation twice, and so on up to N-1 applications.
165    
166     Multi-dimensional arrays may be specified with a single include
167     entity by giving multiple array commands separated by their
168     corresponding transforms. A final transformation may be given
169     by preceeding it with a -i 1 specification. In other words, the
170     scope of an array command continues until the next -i or -a option.
171    
172     Other Details
173     =============
174     End of line may be any one of the sequences: linefeed ('\n'), carriage-
175     return ('\r'), or a carriage return followed by a linefeed.
176    
177     Blank lines are ignored on the input, as are any blanks preceeding
178     a keyword on a line. Indentation may improve readability, especially
179     in context definitions.
180    
181     The comment character ('#') must be followed by at least one blank
182     character (space or tab) for easy parsing. Like any other line,
183     a comment may be extended to multiple lines using a backslash ('\').
184    
185     Include filename paths are relative to the current file. Absolute
186     paths are expressly forbidden. UNIX conventions should be used for the
187     path separator ('/') and disk names should not be used (i.e. no
188     "C:\file"). To further enhance portability across systems, directory
189     names should be 8 characters or fewer with no suffix, filenames should
190     fit within an 8.3 format, and all characters should be lower case.
191     (They will be automatically promoted to upper case by DOS systems.)
192     We suggest the standard suffix ".mgf" for "materials and geometry format".
193    
194     The XYZ coordinate system is right-handed, and lengths are always in
195     SI meters. This is not really a limitation as the first statement
196     in the file can always be a transform with the -s option to convert
197     to a more convenient set of units. Included IES files will also start
198     out in meters, and it is important to specify a transform into the
199     local coordinate system. The -m option (preceeding any transform)
200     may be used to specify an output multiplication factor.
201    
202     Vertex normals need not be normalized, and a normal equal to (0,0,0) indicates
203     that the exact surface normal should be used. (This is the default.)
204    
205     Color in this system does not include intensity, only hue and
206     saturation. Intensity, such as reflectance or emittance, is explicitly
207     included in the other material parameters. All colors are absolute,
208     e.g. spectral reflectance or transmittance under uniform white light.
209    
210     A CIE xy chromaticity pair is the most basic color specification.
211     A full spectrum is the most general specification, and the starting
212     (i.e. minimum) and ending (i.e. maximum) wavelengths are given along
213     with a set of evenly spaced values. Wavelengths are given in nanometers,
214     and must be within the range of 380-780. The spectral values themselves
215     are located starting at the first wavelength and proceeding at even
216     increments to the ending wavelength. The values in between will be
217     interpolated as necessary, so there must be at least two specified points.
218     The color mixing entity is intended not only for the mixing of named
219     colors, but also for color specifications using an arbitrary set
220     of basis functions. The actual totals for spectral and mixing
221     coefficients is irrelevant, since the results will be normalized.
222    
223     Diffuse emittance is always given in SI units of lumens/meter^2. Note that
224     this is emittance, not exitance, and does not include light reflected or
225     transmitted by the surface.
226    
227     The roughness associated with specular reflectance and transmittance
228     is the RMS surface facet slope. A value of 0 indicates a perfectly
229     smooth surface, meaning that reflected or transmitted rays will not
230     be scattered.
231    
232     The sum of the diffuse and specular reflectances and transmittances
233     must be strictly less than one (with no negative values, obviously).
234    
235     The object entity establishes a hierarchical context, consisting of
236     this identifier and all those preceding. It has no real meaning except
237     to group the following surfaces up until an empty object statement
238     under a descriptive name for improved file readability.
239    
240     Surfaces are one-sided, and appear invisible when viewed from the
241     back side. This means that a transmitting object will affect the
242     light coming in through the front surface and ignore the characteristics
243     of the back surface. As long as the characteristics are the same,
244     the results should be correct. If the rendering technique does not
245     allow for one-sided surfaces, an approximately correct result can
246     be obtained for transmitting surfaces by using the square root of
247     the given tau_s and half the given alpha_t.
248    
249     The surface normal of a face is oriented by the right-hand rule.
250     Specifically, the surface normal faces towards the viewer when the
251     vertices circulate counter-clockwise. Faces may be concave or convex,
252     but must be planar. Holes may be represented as concave polygons with
253     coincident sides (i.e. seams).
254    
255     A prism consists of a set of coplanar vertices specifying an end-face,
256     and a length value. The prism will be extruded so that the end-face
257     points outward, unless the length value is negative, in which case the
258     object is extruded in the opposite direction, resulting in inward-
259     directed surface normals.
260    
261     A sphere, cylinder or cone with negative radii is interpreted as having
262     an inward facing surface normal. Otherwise, the normal is assumed
263     to face outwards. (It is illegal for a cone to have one positive and
264     one negative radius.)
265    
266     The central vertex for a ring or torus must have an associated normal,
267     which serves to orient the ring. The inner radius must be given first,
268     and must be strictly less than the outer radius. The inner radius may
269     be zero but not negative. There is an exception for a torus with
270     inward-pointing normal, which is identified by a negative outer radius
271     and a non-positive inner radius.
272    
273     Examples
274     ========
275     The following is a complete example input file (don't ask me what it is):
276    
277     # Define some materials:
278     m red_plastic =
279     c red =
280     cxy .8 .1
281     rd 0.5
282     # reestablish unnamed (neutral) color context:
283     c
284     rs 0.04 0.02
285     m green_plastic =
286     c green =
287     cxy .2 .6
288     rd 0.4
289     c
290     rs .05 0
291     m bright_emitter =
292     c
293     ed 1000
294     m dark =
295     c
296     rd .08
297     # Define some vertices:
298     v v1 =
299     p 10 5 7
300     v v2 =
301     p 15 3 9
302     v v3 =
303     p 20 -7 6
304     v v4 =
305     p 20 10 6
306     v v5 =
307     p 10 10 6
308     v v6 =
309     p 10 -7 6
310     v cv1 =
311     p -5 3 8
312     n 0 0 -1
313     v cv2 =
314     p -3 3 8
315     n 0 0 1
316     # make some faces:
317     m green_plastic
318     f v1 v3 v4
319     m red_plastic
320     f v3 v4 v5
321     f v5 v6 v7
322     m bright_emitter
323     f v3 v4 v5 v6
324     # make a cylindrical source with dark end caps:
325     m bright_emitter
326     cyl cv1 .15 cv2
327     m dark
328     ring cv1 0 .15
329     ring cv2 0 .15
330    
331     The following is a more typical example, which relies on a material library:
332    
333     # Include our materials:
334     i material.mgf
335     # Modify red_plastic to have no specular component:
336     m red_plastic
337     rs 0 0
338     # Make an alias for blue_plastic:
339     m outer_material = blue_plastic
340     # Make a new material based on brass, with greater roughness:
341     m rough_brass = brass
342     c brass_color
343     rs 0.9 0.15
344     # Load our vertices:
345     i lum1vert.mgf
346     # Modify appropriate vertices to make luminaire longer:
347     v v10
348     p 5 -2 -.1
349     v v11
350     p 5 2 -.1
351     v v8
352     p 5 2 0
353     v v9
354     p 5 -2 0
355     # Load our surfaces, rotating them -90 degrees about Z:
356     i lum1face.mgf -rz -90
357     # Make a 2-D array of sequins covering the face of the fixture:
358     m silver
359     i sequin.mgf -a 5 -t .5 0 0 -a 4 -t 0 .75 0
360    
361     Note that by using libraries and modifying values, it is possible to create
362     a variety of fixtures without requiring large files to describe each one.
363    
364     Interpretation
365     ==============
366     Interpretation of this language will be simplified by the creation
367     of a general parser that will be able to express the defined entities
368     in simpler forms and remove entities that would not be understood by
369     the caller.
370    
371     For example, a caller may ask the standard parser to produce only
372     the entities for diffuse uncolored materials, vertices without normals,
373     and polygons. The parser would then expand all include statements,
374     remove all color statements, convert spheres and cones to polygonal
375     approximations, and so forth.
376    
377     This way, a single general parser can permit software to operate
378     at whatever level it is capable, with a minimal loss of generality.
379     Furthermore, distribution of a standard parser will improve
380     both forward and backward compatibility as new entities are added
381     to the specification.
382    
383     Rationale
384     =========
385     Why create yet another file format for geometric data, when so many
386     others already exist? The main answer to this question is that we
387     are not merely defining geometry, but materials as well. Though the
388     number of committee and de facto standards for geometric data is large,
389     the number of standards for geometry + materials is small. Of these,
390     almost all are non-physical in origin, i.e. they are based on common,
391     ad hoc computer graphics rendering practices and cannot be used to create
392     physical simulations. Of the one or two formats that were intended
393     for or could be adapted to physical simulation, the syntax and semantics
394     are at the same time too complex and too limiting to serve as a suitable
395     standard.
396    
397     Specifically, establishing the above, new standard has the following
398     advantages:
399    
400     o It is easy to parse.
401     o It is easy to support, at least as a least common denominator.
402     o It is ASCII and fairly easy for a person to read and understand.
403     o It supports simple color, material and vertex libraries.
404     o It includes a simple yet fairly complete material specification.
405     o It is easy to skip unsupported entities (e.g. color, vertex normals)
406     o It supports transformations and instances.
407     o It is easy to add new entities, and as long as these entities can
408     be approximated by the original set, backwards compatibility
409     can be maintained through a standard parsing library.
410    
411     Most of the disadvantages of this format relate to its simplicity, but
412     since simplicity was our most essential goal, this could not be helped.
413     Specifically:
414    
415     o There is no general representation of curved surfaces (though
416     vertex normals make approximations straightforward).
417     o There are no general surface scattering functions.
418     o There are no textures or bump-maps.
419    
420     If any of these seems particularly important, I will look into adding them,
421     though they will tend to complicate the specification and make it more
422     difficult to support.