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root/radiance/ray/src/cv/mgflib/spec.txt
Revision: 1.3
Committed: Fri Jul 1 18:07:02 1994 UTC (29 years, 10 months ago) by greg
Content type: text/plain
Branch: MAIN
Changes since 1.2: +32 -26 lines
Log Message:
added "sides" entity for one- vs. two-sided surfaces

File Contents

# Content
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 (two-sided) absorber. The unnamed contexts may be modified,
41 but those modifications will not be saved. Thus, reestablishing an
42 unnamed context always gets its initial default value. To save a new
43 context or modify an old one, it must first be named. Entities
44 associated with named contexts (i.e. "v", "c" and "m") may be followed
45 by an identifier and an equals sign ('='), indicating a new context.
46 If there is no equals, then the context must already be defined, and
47 the appearance of the entity merely reestablishes this context. If the
48 context id is followed by an equals, then a new context is defined,
49 destroying any previous instance of that context name. Redefining or
50 changing values of a context does not affect earlier uses of the same
51 name, however. Contexts are always associated with a name id, which is
52 any non-blank sequence of printing ASCII characters. An optional
53 template may be given following the equals, which is a previously
54 defined context to use as a source of default values for this
55 definition. If no template is given, then the unnamed context of that
56 type is used to set initial values. Named contexts continue until the
57 next context definition of 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 sides {1|2} set number of sides for current material
89 rd rho_d set diffuse reflectance for current material
90 td tau_d set diffuse transmittance for current material
91 ed epsilon_d set diffuse emittance for current material
92 rs rho_s alpha_r set specular reflectance for current material
93 ts tau_s alpha_t set specular transmittance for current material
94 o [name] begin/end object context
95 f v1 v2 v3 .. polygon using current material, spec. vertices
96 sph vc radius sphere
97 cyl v1 radius v2 truncated right cylinder (open-ended)
98 cone v1 rad1 v2 rad2 truncated right cone (open-ended)
99 prism v1 v2 v3 .. length right prism (closed solid)
100 ring vc rmin rmax circular ring with inner and outer radii
101 torus vc rmin rmax circular torus with inner and outer radii
102 xf [xform] begin/end transformation context
103
104 These are the context dependencies of each entity:
105
106 Entities Contexts
107 -------- --------
108 p, n vertex
109 cxy, cspec, cmix color
110 sides material
111 rd, td, ed, rs, ts color, material
112 f, sph, cyl, cone, ring, torus, prism material, object, transformation
113
114 Transformations
115 ===============
116 A rigid body transformation is given with the transform entity, or as
117 part of an included file. The following transformation flags and
118 arguments are defined:
119
120 -t dx dy dz translate objects along the given vector
121 -rx degrees rotate objects about the X-axis
122 -ry degrees rotate objects about the Y-axis
123 -rz degrees rotate objects about the Z-axis
124 -s scalefactor scale objects by the given factor
125 -mx mirror objects about the Y-Z plane
126 -my mirror objects about the X-Z plane
127 -mz mirror objects about the X-Y plane
128 -i N repeat the following arguments N times
129 -a N make an array of N geometric instances
130
131 Transform arguments have a cumulative effect. That is, a rotation
132 about X of 20 degrees followed by a rotation about X of -50 degrees
133 results in a total rotation of -30 degrees. However, if the two
134 rotations are separated by some translation vector, the cumulative
135 effect is quite different. It is best to think of each argument as
136 acting on the included geometric objects, and each subsequent transformation
137 argument affects the objects relative to their new position/orientation.
138
139 For example, rotating an object about its center requires translating
140 the object back to the origin, applying the desired rotation, and translating
141 it again back to its original position.
142
143 Rotations are given in degrees counter-clockwise about a principal axis.
144 That is, with the thumb of the right hand pointing in the direction
145 of the axis, rotation follows the curl of the fingers.
146
147 The transform command itself is also cumulative, and a transform
148 command with no arguments is used to return to the previous
149 condition. It is necessary that transforms and their end statements
150 ("xf" by itself) be balanced in a file, so that later or enclosing
151 files are not affected.
152
153 Transformations apply only to geometric types, e.g. polygons, spheres, etc.
154 Vertices and the components that go into geometry are not directly affected.
155 This is to avoid confusion and the inadvertent multiple application of a
156 given transformation.
157
158 Arrays
159 ======
160 The -a N transform specification causes the following transform
161 arguments to be repeated along with the contents of the included
162 objects N times. The first instance of the geometry will be in its
163 initial location; the second instance will be repositioned according
164 to the named transformation; the third instance will be repositioned by
165 applying this transformation twice, and so on up to N-1 applications.
166
167 Multi-dimensional arrays may be specified with a single include
168 entity by giving multiple array commands separated by their
169 corresponding transforms. A final transformation may be given
170 by preceeding it with a -i 1 specification. In other words, the
171 scope of an array command continues until the next -i or -a option.
172
173 Other Details
174 =============
175 End of line may be any one of the sequences: linefeed ('\n'), carriage-
176 return ('\r'), or a carriage return followed by a linefeed.
177
178 Blank lines are ignored on the input, as are any blanks preceeding
179 a keyword on a line. Indentation may improve readability, especially
180 in context definitions.
181
182 The comment character ('#') must be followed by at least one blank
183 character (space or tab) for easy parsing. Like any other line,
184 a comment may be extended to multiple lines using a backslash ('\').
185
186 Include filename paths are relative to the current file. Absolute
187 paths are expressly forbidden. UNIX conventions should be used for the
188 path separator ('/') and disk names should not be used (i.e. no
189 "C:\file"). To further enhance portability across systems, directory
190 names should be 8 characters or fewer with no suffix, filenames should
191 fit within an 8.3 format, and all characters should be lower case.
192 (They will be automatically promoted to upper case by DOS systems.)
193 We suggest the standard suffix ".mgf" for "materials and geometry format".
194
195 The XYZ coordinate system is right-handed, and lengths are always in
196 SI meters. This is not really a limitation as the first statement
197 in the file can always be a transform with the -s option to convert
198 to a more convenient set of units. Included IES files will also start
199 out in meters, and it is important to specify a transform into the
200 local coordinate system. The -m option (preceeding any transform)
201 may be used to specify an output multiplication factor.
202
203 Vertex normals need not be normalized, and a normal equal to (0,0,0) indicates
204 that the exact surface normal should be used. (This is the default.)
205
206 Color in this system does not include intensity, only hue and
207 saturation. Intensity, such as reflectance or emittance, is explicitly
208 included in the other material parameters. All colors are absolute,
209 e.g. spectral reflectance or transmittance under uniform white light.
210
211 A CIE xy chromaticity pair is the most basic color specification.
212 A full spectrum is the most general specification, and the starting
213 (i.e. minimum) and ending (i.e. maximum) wavelengths are given along
214 with a set of evenly spaced values. Wavelengths are given in nanometers,
215 and must be within the range of 380-780. The spectral values themselves
216 are located starting at the first wavelength and proceeding at even
217 increments to the ending wavelength. The values in between will be
218 interpolated as necessary, so there must be at least two specified points.
219 The color mixing entity is intended not only for the mixing of named
220 colors, but also for color specifications using an arbitrary set
221 of basis functions. The actual totals for spectral and mixing
222 coefficients is irrelevant, since the results will be normalized.
223
224 Diffuse emittance is always given in SI units of lumens/meter^2. Note that
225 this is emittance, not exitance, and does not include light reflected or
226 transmitted by the surface.
227
228 The roughness associated with specular reflectance and transmittance
229 is the RMS surface facet slope. A value of 0 indicates a perfectly
230 smooth surface, meaning that reflected or transmitted rays will not
231 be scattered.
232
233 The sum of the diffuse and specular reflectances and transmittances
234 must be strictly less than one (with no negative values, obviously).
235
236 The object entity establishes a hierarchical context, consisting of
237 this identifier and all those preceding. It has no real meaning except
238 to group the following surfaces up until an empty object statement
239 under a descriptive name for improved file readability.
240
241 Surfaces are two-sided unless the "sides" entity is used to set the
242 number of sides for a material to one. If a surfaces is one-sided,
243 then it appears invisible when viewed from the back side. This means
244 that a transmitting object will affect the light coming in through the
245 front surface and ignore the characteristics of the back surface. As
246 long as the characteristics are the same, the results should be
247 correct. If the rendering technique does not allow for one-sided
248 surfaces, an approximately correct result can be obtained for one-sided
249 transmitting surfaces by using the square root of the given tau_s and
250 half the given alpha_t. If a rendering technique does not permit
251 two-sided surfaces, then each surface must be made into two for
252 full compliance if "sides" is set to 2 (the default).
253
254 The surface normal of a face is oriented by the right-hand rule.
255 Specifically, the surface normal faces towards the viewer when the
256 vertices circulate counter-clockwise. Faces may be concave or convex,
257 but must be planar. Holes may be represented as concave polygons with
258 coincident sides (i.e. seams).
259
260 A prism consists of a set of coplanar vertices specifying an end-face,
261 and a length value. The prism will be extruded so that the end-face
262 points outward, unless the length value is negative, in which case the
263 object is extruded in the opposite direction, resulting in inward-
264 directed surface normals.
265
266 A sphere, cylinder or cone with negative radii is interpreted as having
267 an inward facing surface normal. Otherwise, the normal is assumed
268 to face outwards. (It is illegal for a cone to have one positive and
269 one negative radius.)
270
271 The central vertex for a ring or torus must have an associated normal,
272 which serves to orient the ring. The inner radius must be given first,
273 and must be strictly less than the outer radius. The inner radius may
274 be zero but not negative. There is an exception for a torus with
275 inward-pointing normal, which is identified by a negative outer radius
276 and a non-positive inner radius.
277
278 Examples
279 ========
280 The following is a complete example input file (don't ask me what it is):
281
282 # Define some materials:
283 m red_plastic =
284 c red =
285 cxy .8 .1
286 rd 0.5
287 # reestablish unnamed (neutral) color context:
288 c
289 rs 0.04 0.02
290 m green_plastic =
291 c green =
292 cxy .2 .6
293 rd 0.4
294 c
295 rs .05 0
296 m bright_emitter =
297 c
298 ed 1000
299 m dark =
300 c
301 rd .08
302 # Define some vertices:
303 v v1 =
304 p 10 5 7
305 v v2 =
306 p 15 3 9
307 v v3 =
308 p 20 -7 6
309 v v4 =
310 p 20 10 6
311 v v5 =
312 p 10 10 6
313 v v6 =
314 p 10 -7 6
315 v cv1 =
316 p -5 3 8
317 n 0 0 -1
318 v cv2 =
319 p -3 3 8
320 n 0 0 1
321 # make some faces:
322 m green_plastic
323 f v1 v3 v4
324 m red_plastic
325 f v3 v4 v5
326 f v5 v6 v7
327 m bright_emitter
328 f v3 v4 v5 v6
329 # make a cylindrical source with dark end caps:
330 m bright_emitter
331 cyl cv1 .15 cv2
332 m dark
333 ring cv1 0 .15
334 ring cv2 0 .15
335
336 The following is a more typical example, which relies on a material library:
337
338 # Include our materials:
339 i material.mgf
340 # Modify red_plastic to have no specular component:
341 m red_plastic
342 rs 0 0
343 # Make an alias for blue_plastic:
344 m outer_material = blue_plastic
345 # Make a new material based on brass, with greater roughness:
346 m rough_brass = brass
347 c brass_color
348 rs 0.9 0.15
349 # Load our vertices:
350 i lum1vert.mgf
351 # Modify appropriate vertices to make luminaire longer:
352 v v10
353 p 5 -2 -.1
354 v v11
355 p 5 2 -.1
356 v v8
357 p 5 2 0
358 v v9
359 p 5 -2 0
360 # Load our surfaces, rotating them -90 degrees about Z:
361 i lum1face.mgf -rz -90
362 # Make a 2-D array of sequins covering the face of the fixture:
363 m silver
364 i sequin.mgf -a 5 -t .5 0 0 -a 4 -t 0 .75 0
365
366 Note that by using libraries and modifying values, it is possible to create
367 a variety of fixtures without requiring large files to describe each one.
368
369 Interpretation
370 ==============
371 Interpretation of this language will be simplified by the creation
372 of a general parser that will be able to express the defined entities
373 in simpler forms and remove entities that would not be understood by
374 the caller.
375
376 For example, a caller may ask the standard parser to produce only
377 the entities for diffuse uncolored materials, vertices without normals,
378 and polygons. The parser would then expand all include statements,
379 remove all color statements, convert spheres and cones to polygonal
380 approximations, and so forth.
381
382 This way, a single general parser can permit software to operate
383 at whatever level it is capable, with a minimal loss of generality.
384 Furthermore, distribution of a standard parser will improve
385 both forward and backward compatibility as new entities are added
386 to the specification.
387
388 Rationale
389 =========
390 Why create yet another file format for geometric data, when so many
391 others already exist? The main answer to this question is that we
392 are not merely defining geometry, but materials as well. Though the
393 number of committee and de facto standards for geometric data is large,
394 the number of standards for geometry + materials is small. Of these,
395 almost all are non-physical in origin, i.e. they are based on common,
396 ad hoc computer graphics rendering practices and cannot be used to create
397 physical simulations. Of the one or two formats that were intended
398 for or could be adapted to physical simulation, the syntax and semantics
399 are at the same time too complex and too limiting to serve as a suitable
400 standard.
401
402 Specifically, establishing the above, new standard has the following
403 advantages:
404
405 o It is easy to parse.
406 o It is easy to support, at least as a least common denominator.
407 o It is ASCII and fairly easy for a person to read and understand.
408 o It supports simple color, material and vertex libraries.
409 o It includes a simple yet fairly complete material specification.
410 o It is easy to skip unsupported entities (e.g. color, vertex normals)
411 o It supports transformations and instances.
412 o It is easy to add new entities, and as long as these entities can
413 be approximated by the original set, backwards compatibility
414 can be maintained through a standard parsing library.
415
416 Most of the disadvantages of this format relate to its simplicity, but
417 since simplicity was our most essential goal, this could not be helped.
418 Specifically:
419
420 o There is no general representation of curved surfaces (though
421 vertex normals make approximations straightforward).
422 o There are no general surface scattering functions.
423 o There are no textures or bump-maps.
424
425 If any of these seems particularly important, I will look into adding them,
426 though they will tend to complicate the specification and make it more
427 difficult to support.