| 1 |
greg |
1.1 |
TRANSLATING TO MGF FROM OTHER FORMATS |
| 2 |
|
|
SCCSid "$SunId$ LBL" |
| 3 |
|
|
|
| 4 |
|
|
The description of the parser and the MGF specification should provide |
| 5 |
|
|
enough information to get you started using MGF scene files, but we |
| 6 |
|
|
thought it would be helpful to also provide some hints and |
| 7 |
|
|
suggestions for translating to MGF from other formats. |
| 8 |
|
|
Specifically, we will discuss several issues that come up repeatedly |
| 9 |
|
|
when converting from more usual computer graphics scene formats to |
| 10 |
|
|
MGF, most of them having to do with materials. First, let's look at |
| 11 |
|
|
some geometry-related issues. |
| 12 |
|
|
|
| 13 |
|
|
Vertex Naming |
| 14 |
|
|
============= |
| 15 |
|
|
Many scene formats do not name vertices; many do not even share |
| 16 |
|
|
vertices. Does it matter what names are given to vertices in MGF? |
| 17 |
|
|
Not a lot, but it can affect memory and file size. In a way, vertex |
| 18 |
|
|
sharing is nothing more than a form of file compression, and the |
| 19 |
|
|
better you are at sharing vertex information, the smaller your file |
| 20 |
|
|
will be. (Vertex sharing is also important for some rendering |
| 21 |
|
|
algorithms, which depend on it for computing surface adjacency.) |
| 22 |
|
|
|
| 23 |
|
|
If you are translating from a format that shares unnamed vertices, |
| 24 |
|
|
such as Wavefront's .OBJ format, you will want to name your MGF |
| 25 |
|
|
vertices according to some simple pattern. In most cases, a name |
| 26 |
|
|
such as "v%d" will do, where %d is replaced by an incremented |
| 27 |
|
|
integer. |
| 28 |
|
|
|
| 29 |
|
|
If, on the other hand, you are translating from a format that does |
| 30 |
|
|
not share vertices, you should do one of two things. You should |
| 31 |
|
|
either select your MGF vertex names from a small, recycled pool of |
| 32 |
|
|
names, or figure out some way to share vertices that were not shared |
| 33 |
|
|
before. In the first case, you will just allocate as many vertex |
| 34 |
|
|
names as you need for any given object, then reuse these names and |
| 35 |
greg |
1.2 |
therefore the parser's memory for other objects. In the second case, |
| 36 |
greg |
1.1 |
you will cache vertex names and values in some LRU table of |
| 37 |
|
|
predetermined size, and use this table to merge vertices in the |
| 38 |
|
|
file. (See rad2mgf.c as an example of how this can be done.) |
| 39 |
|
|
|
| 40 |
|
|
For some objects, there may be little point in merging vertices, and |
| 41 |
|
|
you may want to treat these surfaces separately. For example, |
| 42 |
|
|
putting out an MGF ring means putting out a central vertex, which |
| 43 |
|
|
must have both a position point and a normal direction. It is somewhat |
| 44 |
|
|
unlikely that any other MGF entity will share this point, and quite |
| 45 |
|
|
unlikely that it will share the normal direction, so there is little |
| 46 |
|
|
sense in trying to merge or otherwise reuse it. |
| 47 |
|
|
|
| 48 |
|
|
Points and Lines |
| 49 |
|
|
================ |
| 50 |
|
|
Although points and lines are really 3-d surfaces, many CAD |
| 51 |
|
|
systems include them in their models. The question then is, |
| 52 |
|
|
what do we do with these in MGF? If the idea is to produce a point |
| 53 |
|
|
or line on the final display that is one or two pixels wide, there |
| 54 |
|
|
is little one can do to guarantee such a thing will happen because |
| 55 |
|
|
the pixel size is dependent on view and display parameters as well |
| 56 |
greg |
1.2 |
as object location. |
| 57 |
greg |
1.1 |
|
| 58 |
|
|
There are two ways of dealing with points and lines in MGF. The |
| 59 |
|
|
first is to say, "Hey, these are 0 and 1 dimensional entities, so |
| 60 |
|
|
they won't appear in 3 dimensions," and get rid of them. The second |
| 61 |
|
|
approach is to assign some user-specified dimension for the "width" |
| 62 |
|
|
of points and lines, and turn them into spheres and cylinders. It |
| 63 |
|
|
might be best to instead create minimal polyhedron analogs, such as |
| 64 |
|
|
tetrahedra for points and triangular prisms for lines. That way, an |
| 65 |
|
|
itty-bitty point won't be converted into 200 polygons because the |
| 66 |
|
|
translator reading in the MGF file can't handle curved surfaces. |
| 67 |
|
|
|
| 68 |
|
|
Polygons with Holes |
| 69 |
|
|
=================== |
| 70 |
|
|
There is no explicit representation of holes in MGF. A hole must be |
| 71 |
|
|
represented implicitly by connecting vertices to form "seams." For |
| 72 |
|
|
example, a wall with a window in it might look like this: |
| 73 |
|
|
|
| 74 |
|
|
v1.-----------------------------------------------.v4 |
| 75 |
|
|
| | |
| 76 |
|
|
| v8.---------------.v5 | |
| 77 |
|
|
| | | | |
| 78 |
|
|
| | | | |
| 79 |
|
|
| v7.---------------.v6 | |
| 80 |
|
|
| | |
| 81 |
|
|
| | |
| 82 |
|
|
v2.-----------------------------------------------.v3 |
| 83 |
|
|
|
| 84 |
|
|
In many systems, the wall itself would be represented with the first |
| 85 |
|
|
list of vertices, (v1,v2,v3,v4) and the hole associated with that |
| 86 |
|
|
wall as a second set of vertices (v5,v6,v7,v8). In MGF, we must |
| 87 |
|
|
give the whole thing as a single polygon, connecting the vertices so |
| 88 |
|
|
as to create a "seam," thus: |
| 89 |
|
|
|
| 90 |
|
|
v1.----------------------<------------------------.v4 |
| 91 |
|
|
| _____--><---'| |
| 92 |
|
|
| v8.------->-------.v5 | |
| 93 |
|
|
| | v | |
| 94 |
|
|
v ^ | ^ |
| 95 |
|
|
| v7.-------<-------.v6 | |
| 96 |
|
|
| | |
| 97 |
|
|
| | |
| 98 |
|
|
v2.---------------------->------------------------.v3 |
| 99 |
|
|
|
| 100 |
|
|
which could be written in MGF as "f v1 v2 v3 v4 v5 v6 v7 v8 v5 v4". |
| 101 |
|
|
|
| 102 |
|
|
It is very important that the order of the hole be opposite to the |
| 103 |
|
|
order of the outer perimeter, otherwise the polygon will be |
| 104 |
|
|
"twisted" on top of itself. Note also that the seam was traversed |
| 105 |
|
|
in both directions, once going from v4 to v5, and again returning |
| 106 |
|
|
from v5 to v4. This is a necessary condition for a proper seam. |
| 107 |
|
|
(The final edge from v4 back to v1 is implied in MGF.) |
| 108 |
|
|
|
| 109 |
|
|
The choice of vertices to make into a seam is somewhat arbitrary, but |
| 110 |
|
|
some rendering systems may not give sane results if you cross over a |
| 111 |
|
|
hole with part of your seam. If we had chosen to create the seam |
| 112 |
|
|
between v2 and v5 in the above example instead of v4 and v5, the seam |
| 113 |
|
|
would cross our hole and may not render correctly. (For systems that |
| 114 |
greg |
1.2 |
are sensitive to this, it is probably safest for their MGF |
| 115 |
greg |
1.1 |
loader/translator re-expresses seams in terms of holes again, which can |
| 116 |
|
|
be done easily so long as vertices are shared in the above fashion.) |
| 117 |
|
|
|
| 118 |
|
|
Non-planar Polygons |
| 119 |
|
|
=================== |
| 120 |
|
|
Polygons in MGF should be planar. There is nothing about the format |
| 121 |
|
|
that enforces this, but the rendering or modeling software on the other |
| 122 |
|
|
end may have real problems if this requirement is violated. The parser |
| 123 |
|
|
itself does not test for non-planar polygons, so when in doubt about a |
| 124 |
greg |
1.2 |
model, it is safest to test for planarity and break a polygon into triangles |
| 125 |
greg |
1.1 |
if it is even slightly non-planar. |
| 126 |
|
|
|
| 127 |
|
|
NURBS, CSG, Blobbies, Etc. |
| 128 |
|
|
========================== |
| 129 |
|
|
Sorry, folks, this is just plain hard. If and until MGF supports these |
| 130 |
|
|
higher-order entities, it will be necessary for you to convert them to |
| 131 |
|
|
smoothed triangle meshes. Fortunately, a lot of modeling software |
| 132 |
|
|
already knows how to do this, so if you wrote the modeler, you probably |
| 133 |
|
|
have access to the necessary code. (By the way, if you ever want to see |
| 134 |
|
|
these primitives in MGF, you might just think about sharing the wealth, |
| 135 |
|
|
because the MGF parser needs to mesh every primitive it supports.) |
| 136 |
|
|
|
| 137 |
|
|
Materials |
| 138 |
|
|
========= |
| 139 |
|
|
The MGF material model was designed to accommodate most common |
| 140 |
|
|
physical surfaces. Included are reasonable models for plastic |
| 141 |
|
|
and metal, thin glass and translucent surfaces. Not included at |
| 142 |
|
|
this time are surfaces with anisotropic reflection, refraction and/or |
| 143 |
|
|
surface textures. These were deemed either unnecessary or too |
| 144 |
|
|
difficult to standardize for the initial format. Also, light |
| 145 |
|
|
sources are known only by the emissive nature of their surface(s), |
| 146 |
|
|
and MGF itself only provides for diffuse emission. (As MGF is |
| 147 |
|
|
destined to be part of the IES luminaire data standard, it was |
| 148 |
|
|
assumed that this combined format would be used for such purposes as |
| 149 |
|
|
describing light source output and geometry.) |
| 150 |
|
|
|
| 151 |
|
|
The "sides" entity is used to control the number of sides a surface |
| 152 |
|
|
should have. In the real world, a surface can have only one side, |
| 153 |
|
|
defining the interface between one volume and another. Many |
| 154 |
|
|
object-space rendering packages (e.g. z-buffer algorithms) take |
| 155 |
|
|
advantage of this fact by culling back-facing polygons and thus saving |
| 156 |
|
|
roughly 50% of the calculation time. However, many models rely on an |
| 157 |
|
|
approximation whereby a single surface is used to represent a very thin |
| 158 |
|
|
volume, such as a pane of glass, and this also can provide significant |
| 159 |
|
|
calculational savings in an image-space algorithm (such as |
| 160 |
|
|
ray-tracing). Since both types of surfaces are useful and both types |
| 161 |
|
|
of rendering algorithms may ultimately be applied, MGF provides a way |
| 162 |
greg |
1.2 |
to specify sidedness rather than picking one interpretation or the other. |
| 163 |
greg |
1.1 |
|
| 164 |
|
|
So-called specular reflection and transmission are modeled using a |
| 165 |
|
|
Gaussian distribution of surface normals. The "alpha_r" and |
| 166 |
|
|
"alpha_t" parameters to the respective "rs" and "ts" entities specify |
| 167 |
|
|
the root-mean-squared (RMS) surface facet slope, which varies from 0 |
| 168 |
|
|
for a perfectly smooth surface to around .2 for a fairly rough one. |
| 169 |
|
|
The effect this will have on the reflected component distribution is |
| 170 |
|
|
well-defined, but predicting the behavior of the transmitted |
| 171 |
|
|
component requires further assumptions. We assume that the surface |
| 172 |
|
|
scatters light passing through it just as much as it scatters |
| 173 |
|
|
reflected light. This assumption is approximately correct for a |
| 174 |
|
|
two-sided transparent material with an index of refraction of 1.5 |
| 175 |
|
|
(about that of glass) and both sides having the given RMS facet |
| 176 |
|
|
slope. |
| 177 |
|
|
|
| 178 |
|
|
Oftentimes, one is translating from a Phong exponent on the cosine |
| 179 |
|
|
of the half-vector-to-normal angle to the more physical but less |
| 180 |
|
|
familiar Gaussian model of MGF. The hardest part is translating |
| 181 |
|
|
the specular power to a roughness value. For this, we recommend |
| 182 |
|
|
the following approximation: |
| 183 |
|
|
|
| 184 |
|
|
roughness = 0.6/sqrt(specular_power) |
| 185 |
|
|
|
| 186 |
|
|
It's not a perfect correlation, but it's about as good as you can get. |
| 187 |
|
|
|
| 188 |
|
|
Colors |
| 189 |
|
|
====== |
| 190 |
|
|
Unlike most graphics languages, MGF does not use an RGB color model, |
| 191 |
|
|
simply because there is no recognized definition for this model. |
| 192 |
|
|
It is based on computer monitor phosphors, which vary from one |
| 193 |
|
|
CRT to the next. (There is an RGB standard defined in the TV |
| 194 |
greg |
1.2 |
industry, but this has a rather poor correlation to most computer |
| 195 |
|
|
monitors.) |
| 196 |
greg |
1.1 |
|
| 197 |
|
|
MGF uses two alternative, well-defined standards. The first is the CIE |
| 198 |
greg |
1.2 |
standard xy chromaticity coordinates. With this standard, any viewable |
| 199 |
greg |
1.1 |
color may be exactly reproduced. Unfortunately, the interaction between |
| 200 |
|
|
colors (i.e. colored light sources and interreflections) cannot be |
| 201 |
|
|
specified exactly with any finite coordinate set, including CIE |
| 202 |
|
|
chromaticities. So, MGF offers the ability to give reflectance, |
| 203 |
|
|
transmittance or emittance as a function of wavelength over the visible |
| 204 |
|
|
spectrum. This function is still discretized, but at a user-selectable |
| 205 |
|
|
resolution. Furthermore, spectral colors may be mixed, providing (nearly) |
| 206 |
|
|
arbitrary basis functions, which can produce more accurate results in |
| 207 |
greg |
1.2 |
some cases and are merely a convenience for translation in others. |
| 208 |
greg |
1.1 |
|
| 209 |
|
|
Conversion back and forth between CIE chromaticity coordinates and spectral |
| 210 |
|
|
samples is provided within the MGF parser. Unfortunately, conversion |
| 211 |
|
|
to and from RGB values depends on a particular RGB definition, and as we |
| 212 |
|
|
have said, there is no recognized standard. We therefore recommend that |
| 213 |
|
|
you decide yourself what chromaticity values to use for each RGB primary, |
| 214 |
|
|
and adopt the following code to convert between CIE and RGB coordinates. |
| 215 |
|
|
|
| 216 |
|
|
#ifdef NTSC |
| 217 |
|
|
#define CIE_x_r 0.670 /* standard NTSC primaries */ |
| 218 |
|
|
#define CIE_y_r 0.330 |
| 219 |
|
|
#define CIE_x_g 0.210 |
| 220 |
|
|
#define CIE_y_g 0.710 |
| 221 |
|
|
#define CIE_x_b 0.140 |
| 222 |
|
|
#define CIE_y_b 0.080 |
| 223 |
|
|
#define CIE_x_w 0.3333 /* monitor white point */ |
| 224 |
|
|
#define CIE_y_w 0.3333 |
| 225 |
|
|
#else |
| 226 |
|
|
#define CIE_x_r 0.640 /* nominal CRT primaries */ |
| 227 |
|
|
#define CIE_y_r 0.330 |
| 228 |
|
|
#define CIE_x_g 0.290 |
| 229 |
|
|
#define CIE_y_g 0.600 |
| 230 |
|
|
#define CIE_x_b 0.150 |
| 231 |
|
|
#define CIE_y_b 0.060 |
| 232 |
|
|
#define CIE_x_w 0.3333 /* monitor white point */ |
| 233 |
|
|
#define CIE_y_w 0.3333 |
| 234 |
|
|
#endif |
| 235 |
|
|
|
| 236 |
|
|
#define CIE_D ( CIE_x_r*(CIE_y_g - CIE_y_b) + \ |
| 237 |
|
|
CIE_x_g*(CIE_y_b - CIE_y_r) + \ |
| 238 |
|
|
CIE_x_b*(CIE_y_r - CIE_y_g) ) |
| 239 |
|
|
#define CIE_C_rD ( (1./CIE_y_w) * \ |
| 240 |
|
|
( CIE_x_w*(CIE_y_g - CIE_y_b) - \ |
| 241 |
|
|
CIE_y_w*(CIE_x_g - CIE_x_b) + \ |
| 242 |
|
|
CIE_x_g*CIE_y_b - CIE_x_b*CIE_y_g ) ) |
| 243 |
|
|
#define CIE_C_gD ( (1./CIE_y_w) * \ |
| 244 |
|
|
( CIE_x_w*(CIE_y_b - CIE_y_r) - \ |
| 245 |
|
|
CIE_y_w*(CIE_x_b - CIE_x_r) - \ |
| 246 |
|
|
CIE_x_r*CIE_y_b + CIE_x_b*CIE_y_r ) ) |
| 247 |
|
|
#define CIE_C_bD ( (1./CIE_y_w) * \ |
| 248 |
|
|
( CIE_x_w*(CIE_y_r - CIE_y_g) - \ |
| 249 |
|
|
CIE_y_w*(CIE_x_r - CIE_x_g) + \ |
| 250 |
|
|
CIE_x_r*CIE_y_g - CIE_x_g*CIE_y_r ) ) |
| 251 |
|
|
|
| 252 |
|
|
#define CIE_rf (CIE_y_r*CIE_C_rD/CIE_D) |
| 253 |
|
|
#define CIE_gf (CIE_y_g*CIE_C_gD/CIE_D) |
| 254 |
|
|
#define CIE_bf (CIE_y_b*CIE_C_bD/CIE_D) |
| 255 |
|
|
|
| 256 |
|
|
float xyz2rgbmat[3][3] = { /* XYZ to RGB */ |
| 257 |
|
|
{(CIE_y_g - CIE_y_b - CIE_x_b*CIE_y_g + CIE_y_b*CIE_x_g)/CIE_C_rD, |
| 258 |
|
|
(CIE_x_b - CIE_x_g - CIE_x_b*CIE_y_g + CIE_x_g*CIE_y_b)/CIE_C_rD, |
| 259 |
|
|
(CIE_x_g*CIE_y_b - CIE_x_b*CIE_y_g)/CIE_C_rD}, |
| 260 |
|
|
{(CIE_y_b - CIE_y_r - CIE_y_b*CIE_x_r + CIE_y_r*CIE_x_b)/CIE_C_gD, |
| 261 |
|
|
(CIE_x_r - CIE_x_b - CIE_x_r*CIE_y_b + CIE_x_b*CIE_y_r)/CIE_C_gD, |
| 262 |
|
|
(CIE_x_b*CIE_y_r - CIE_x_r*CIE_y_b)/CIE_C_gD}, |
| 263 |
|
|
{(CIE_y_r - CIE_y_g - CIE_y_r*CIE_x_g + CIE_y_g*CIE_x_r)/CIE_C_bD, |
| 264 |
|
|
(CIE_x_g - CIE_x_r - CIE_x_g*CIE_y_r + CIE_x_r*CIE_y_g)/CIE_C_bD, |
| 265 |
|
|
(CIE_x_r*CIE_y_g - CIE_x_g*CIE_y_r)/CIE_C_bD} |
| 266 |
|
|
}; |
| 267 |
|
|
|
| 268 |
|
|
float rgb2xyzmat[3][3] = { /* RGB to XYZ */ |
| 269 |
|
|
{CIE_x_r*CIE_C_rD/CIE_D,CIE_x_g*CIE_C_gD/CIE_D,CIE_x_b*CIE_C_bD/CIE_D}, |
| 270 |
|
|
{CIE_y_r*CIE_C_rD/CIE_D,CIE_y_g*CIE_C_gD/CIE_D,CIE_y_b*CIE_C_bD/CIE_D}, |
| 271 |
|
|
{(1.-CIE_x_r-CIE_y_r)*CIE_C_rD/CIE_D, |
| 272 |
|
|
(1.-CIE_x_g-CIE_y_g)*CIE_C_gD/CIE_D, |
| 273 |
|
|
(1.-CIE_x_b-CIE_y_b)*CIE_C_bD/CIE_D} |
| 274 |
|
|
}; |
| 275 |
|
|
|
| 276 |
|
|
|
| 277 |
|
|
cie_rgb(rgbcolor, ciecolor) /* convert CIE to RGB */ |
| 278 |
|
|
register float *rgbcolor, *ciecolor; |
| 279 |
|
|
{ |
| 280 |
|
|
register int i; |
| 281 |
|
|
|
| 282 |
|
|
for (i = 0; i < 3; i++) { |
| 283 |
|
|
rgbcolor[i] = xyz2rgbmat[i][0]*ciecolor[0] + |
| 284 |
|
|
xyz2rgbmat[i][1]*ciecolor[1] + |
| 285 |
|
|
xyz2rgbmat[i][2]*ciecolor[2] ; |
| 286 |
|
|
if (rgbcolor[i] < 0.0) |
| 287 |
|
|
rgbcolor[i] = 0.0; |
| 288 |
|
|
} |
| 289 |
|
|
} |
| 290 |
|
|
|
| 291 |
|
|
|
| 292 |
|
|
rgb_cie(ciecolor, rgbcolor) /* convert RGB to CIE */ |
| 293 |
|
|
register float *ciecolor, *rgbcolor; |
| 294 |
|
|
{ |
| 295 |
|
|
register int i; |
| 296 |
|
|
|
| 297 |
|
|
for (i = 0; i < 3; i++) |
| 298 |
|
|
ciecolor[i] = rgb2xyzmat[i][0]*rgbcolor[0] + |
| 299 |
|
|
rgb2xyzmat[i][1]*rgbcolor[1] + |
| 300 |
|
|
rgb2xyzmat[i][2]*rgbcolor[2] ; |
| 301 |
|
|
} |
| 302 |
|
|
|
| 303 |
greg |
1.2 |
An alternative to adopting the above code is to use the MGF "cmix" |
| 304 |
|
|
entity to convert from RGB directly by naming the three primaries in |
| 305 |
|
|
terms of their chromaticities, e.g: |
| 306 |
greg |
1.1 |
|
| 307 |
|
|
c r = |
| 308 |
|
|
cxy 0.640 0.330 |
| 309 |
|
|
c g = |
| 310 |
|
|
cxy 0.290 0.600 |
| 311 |
|
|
c b = |
| 312 |
|
|
cxy 0.150 0.060 |
| 313 |
|
|
|
| 314 |
|
|
Then, converting from RGB to MGF colors is as simple as multiplying each |
| 315 |
|
|
component by its relative luminance in a cmix statement, for instance: |
| 316 |
|
|
|
| 317 |
|
|
c white = |
| 318 |
|
|
cmix 0.265 r 0.670 g 0.065 b |
| 319 |
|
|
|
| 320 |
|
|
For the chosen RGB standard, the above specification would result a pure |
| 321 |
|
|
white. The reason the coefficients are not all 1 as you might expect is |
| 322 |
|
|
that cmix uses relative luminance as the standard for its weights. Since |
| 323 |
|
|
blue is less luminous for the same energy than red, which is in turn |
| 324 |
|
|
less luminous than green, the weights cannot be the same to achieve an |
| 325 |
|
|
even spectral balance. Unfortunately, computing these relative weights |
| 326 |
greg |
1.2 |
is not straightforward, though it is given in the above macros as CIE_rf, |
| 327 |
|
|
CIE_gf and CIE_bf. (The common factors in these macros may of course |
| 328 |
|
|
be removed for simplification purposes.) |