[comp.sys.amiga] 3D Objects

kcampbel@uafhp.uark.edu (Keith Alan Campbell) (12/26/90)

To all you erstwhile renderers out there, and Mike Smithwick, (I talked to you
at AmiExpo, Anaheim):

How about collecting a few 2001: a space odyssey objects for rendering? We at
Vision Quest just acquired our Toaster and I'm really interested in making up a 
few 24 bit images of some of my favorite imaginary spacecraft. Also, has anyone
attempted to do any rendering of spacecraft from ST-TNG? From my viewing of 
Alan Hasting's demos at Anaheim in October, we should be able to approach some 
of the stuff done for TV. Also, in a more technical vein, does anyone have any
ideas on how to make a realistic "panel" look where spacecraft skin has the 
appearance of being made up of interconnected panels of slightly varied colors?

Don Kennedy
Vision Quest
(501) 521-0420
(501) 253-5264

email to kcampbel@uafhp.uark.edu

mark@calvin..westford.ccur.com (Mark Thompson) (12/27/90)

In article <5750@uafhp.uark.edu> kcampbel@uafhp.uark.edu (Keith Alan Campbell) writes:
>To all you erstwhile renderers out there, and Mike Smithwick, (I talked to you
>at AmiExpo, Anaheim):
>How about collecting a few 2001: a space odyssey objects for rendering? We at
>Vision Quest just aquired our Toaster.

Nice, isn't it!

>and I'm really interested in making up a
>few 24 bit images of some of my favorite imaginary spacecraft.Also, has anyone
>attempted to do any rendering of spacecraft from ST-TNG? From my viewing of 
>Alan Hasting's demos at Anaheim in October,we should be able to approach some 
>of the stuff done for TV.

I have not yet started on spacecraft, but if anyone is interested in
exchanging Lightwave objects, I am begining to amass a good sized library.

>Also, in a more technical vein, does anyone have any
>ideas on how to make a realistic "panel" look where spacecraft skin has the 
>appearance of being made up of interconnected panels of slightly varied colors

No problem. Create a brush in your favorite paint program that is made
up of little patches of similar color. If they are to be very regular
you can make them one pixel each. Otherwise, larger less regular patches
would be appropriate, maybe some overlapping. Then map this bush to your
spacecraft surface with the appropriate scaling. You may have to break
your object up into separate surfaces to get optimal results and be careful
of which axis you specify for mapping. You could then add other details
like hatches, planetary ID's, etc. by placing a detail polygon in the
appropriate place and using a surface color map with a brush of a Federation
logo (for example) along with a transparency map with the same brush
to allow the surface below to show through wherever the logo isn't.

>Don Kennedy
+--------------------------------------------------------------------------+
|  Mark Thompson                                                           |
|  mark@westford.ccur.com                                                  |
|  ...!{decvax,uunet}!masscomp!mark   Designing high performance graphics  |
|  (508)392-2480                      engines today for a better tomorrow. |
+------------------------------------------------------------------------- +

seanc@pro-party.cts.com (Sean Cunningham) (12/28/90)

In-Reply-To: message from kcampbel@uafhp.uark.edu

I don't know if you were implying that the ships from ST-TNG were computer
generated or not, but that's the way I read it.  
 
They're not computer generated, they're done "the old fashion way," or,
miniature photography.
 
The first time I saw the show I thought differently, but that's because
they're using video effects to put the ship in space rather than doing it on
film...cheaper and faster.
 
Sean
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

hastoerm@vela.acs.oakland.edu (Moriland) (12/29/90)

In article <6562@crash.cts.com> seanc@pro-party.cts.com (Sean Cunningham) writes:
!In-Reply-To: message from kcampbel@uafhp.uark.edu
!
!I don't know if you were implying that the ships from ST-TNG were computer
!generated or not, but that's the way I read it.  
! 
!They're not computer generated, they're done "the old fashion way," or,
!miniature photography.
! 
!The first time I saw the show I thought differently, but that's because
!they're using video effects to put the ship in space rather than doing it on
!film...cheaper and faster.
!

Actually, from what I have read, all the space sequences were computer
generated. According to the mag devoted to ST-TNG at any rate. 

 


-- 
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
        "All usual disclaimers apply..."     | Founder Of: Evil Young 
  //                                         | Mutants For A Better Tommorow.
\X/ "Only Amiga Makes It Possible."          | hastoerm@vela.acs.oakland.edu

xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) (12/31/90)

hastoerm@vela.acs.oakland.edu (Moriland) writes:
> seanc@pro-party.cts.com (Sean Cunningham) writes:
>! In-Reply-To: message from kcampbel@uafhp.uark.edu

>! I don't know if you were implying that the ships from ST-TNG were
>! computer generated or not, but that's the way I read it.

>! They're not computer generated, they're done "the old fashion way,"
>! or, miniature photography.

>! The first time I saw the show I thought differently, but that's
>! because they're using video effects to put the ship in space rather
>! than doing it on film...cheaper and faster.

> Actually, from what I have read, all the space sequences were computer
> generated. According to the mag devoted to ST-TNG at any rate.

Strangely enough, both may be true. There is a technology that uses the
computer to "fly" the camera around the model or other object being
filmed. It was used a lot to make those "streaks of light" flying logos
several years back. For each frame, the computer would move the camera
back, start moving toward the object (neon light letters were popular),
open the shutter a bit before the midpoint, close it a bit after the
midpoint (supplying the 'streaks"), stop the camera, back it up, step
the midpoint toward the object, and do the next frame. Made some really
spectacular ad logos.  I suspect the technology is still in use.

Similar technology has been used to do some of the space sequences from
models, though I have no information on the ones under discussion.

Point is, "computer generated" doesn't have to mean raytraced, unless you
read more detail.

Kent, the man from xanth.
<xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>

seanc@pro-party.cts.com (Sean Cunningham) (12/31/90)

In-Reply-To: message from hastoerm@vela.acs.oakland.edu

 
I'm afraid not...I've seen clips of the production showing the filming of the
models (they shoot them upside down!).
 
The starfields and planets may be computer generated, but the Enterprise and
other ships are miniatures.
 
Sean
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

hastoerm@vela.acs.oakland.edu (Moriland) (01/02/91)

In article <6632@crash.cts.com> seanc@pro-party.cts.com (Sean Cunningham) writes:

%>The starfields and planets may be computer generated, but the Enterprise and
%>other ships are miniatures.

Hmmm. Okay. Seems kinda weird though. With todays 3D rendering
packages available on the bigger machines you'd think they'd skip the
models and just raytrace everything.

Saves trouble matching light sources and all.

				-Moriland

-- 
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
        "All usual disclaimers apply..."     | Founder Of: Evil Young 
  //                                         | Mutants For A Better Tommorow.
\X/ "Only Amiga Makes It Possible."          | hastoerm@vela.acs.oakland.edu

ifarqhar@sunc.mqcc.mq.oz.au (Ian Farquhar) (01/03/91)

In article <4491@vela.acs.oakland.edu> hastoerm@vela.acs.oakland.edu (Moriland) writes:
>In article <6632@crash.cts.com> seanc@pro-party.cts.com (Sean Cunningham) writes:
>%>The starfields and planets may be computer generated, but the Enterprise and
>%>other ships are miniatures.
>
>Hmmm. Okay. Seems kinda weird though. With todays 3D rendering
>packages available on the bigger machines you'd think they'd skip the
>models and just raytrace everything.

This is going to surprise a lot of people, but it is still more
expensive to create a 3D object description for a computer that looks as
good as a model, as it is to build a couple of real models.  This situation
is changing slowly, but for something like a 13 episode TV series or a
movie, realistic computer graphics are still an expensive model.  This
is why ILM and Co. still use models after Lucasfilm's massive investment
in computer graphics technology.

However, I wonder if, for a long running show, graphics aren't the best
option.  Many people may remember the BBC series Blake's 7, where they
destroyed the main ship at the end of the third series.  Although it was
never acknowledged by the BBC, it was suggested that the reason they
destroyed the ship was because pieces kept falling off the well-used
model during filming.  That problem is one that doesn't happen to
computer graphics...

--
Ian Farquhar                      Phone : 61 2 805-9400
Office of Computing Services      Fax   : 61 2 805-7433
Macquarie University  NSW  2109   Also  : 61 2 805-7420
Australia                         EMail : ifarqhar@suna.mqcc.mq.oz.au

hastoerm@vela.acs.oakland.edu (Moriland) (01/03/91)

In article <981@macuni.mqcc.mq.oz> ifarqhar@sunc.mqcc.mq.oz.au (Ian Farquhar) writes:
....[Stuff from other articles deleted]....
%>
%>This is going to surprise a lot of people, but it is still more
%>expensive to create a 3D object description for a computer that looks as
%>good as a model, as it is to build a couple of real models.  This situation
%>is changing slowly, but for something like a 13 episode TV series or a
%>movie, realistic computer graphics are still an expensive model.  This
%>is why ILM and Co. still use models after Lucasfilm's massive investment
%>in computer graphics technology.
%>
%>However, I wonder if, for a long running show, graphics aren't the best
%>option.  Many people may remember the BBC series Blake's 7, where they
%>destroyed the main ship at the end of the third series.  Although it was
%>never acknowledged by the BBC, it was suggested that the reason they
%>destroyed the ship was because pieces kept falling off the well-used
%>model during filming.  That problem is one that doesn't happen to
%>computer graphics...

Those were my thoughts on it. Yes, initially it would cost more
because of the detail needed to achieve realism, but once you've got
it in there you can just re-use it countless times without any extra
effort outside of raytracing whatever you want it to do. For a long
running series it would seem like the best way to go.

				-Morland


-- 
| hastoerm@vela.acs.oakland.edu |    __                                | 
|                               | __/// Viva Amiga!                    |
| Founder Of: Evil Young        | \XX/                                 |
| Mutants For A Better Tomorrow |       "Single Tasking: JUST SAY NO!" |

a763@mindlink.UUCP (Scott Busse) (01/03/91)

The Enterprise flybys wer done using a motion controlled camera flying past a
*very* large model of the Enterprise, something like 50 feet long. Before Star
Trek, The Next Generation came on the air, Entertainment Tonight did some
behind the scenes shots, one being at Industrial Light and Magic, where the big
model is filmed. It sure is unfortunate that the transfer from the original
film to NTSC introduces so much aliasing effect ( visible around the saucer
section), but my brain shuts that out quite quickly...

Scott

dave@cs.arizona.edu (Dave P. Schaumann) (01/05/91)

In article <4317@mindlink.UUCP> a763@mindlink.UUCP (Scott Busse) writes:
|The Enterprise flybys wer done using a motion controlled camera flying past a
|*very* large model of the Enterprise, something like 50 feet long. Before Star
|Trek, The Next Generation came on the air, Entertainment Tonight did some
|behind the scenes shots, one being at Industrial Light and Magic, where the big
|model is filmed. It sure is unfortunate that the transfer from the original
|film to NTSC introduces so much aliasing effect ( visible around the saucer
|section), but my brain shuts that out quite quickly...
|
|Scott


ET also had a segment which showed that the dry-dock the Enterprise was shown
in in the first few ephisodes of the season was computer generated...

andrey@beyond.cs.caltech.edu (Andre T. Yew) (01/05/91)

>>>>> On 4 Jan 91 20:04:00 GMT, dave@cs.arizona.edu (Dave P. Schaumann) said:

DPS> ET also had a segment which showed that the dry-dock the Enterprise was shown
DPS> in in the first few ephisodes of the season was computer generated...

	Actually, the dry-dock was modelled on a Mac II and printed out for
the construction of the actual model.  There is no way images that good (what
you see on TV) can be computer-generated on Star Trek's budget.
--
andrey@through.cs.caltech.edu	  		      Andre Yew
       131.215.128.1		
--

kdarling@hobbes.ncsu.edu (Kevin Darling) (01/05/91)

andrey@beyond.cs.caltech.edu (Andre T. Yew) writes:
>	Actually, the dry-dock was modelled on a Mac II and printed out for
>the construction of the actual model.  There is no way images that good (what
>you see on TV) can be computer-generated on Star Trek's budget.

Sounds right.  A couple of the TNG special effects guys have been on
the SCI-FI forum on CIS for quite a while now, and I'm pretty sure they
said they do CAD models on their Macs first... but then always build a
physical model.  No idea what they use for controlling the camera angles tho.

The inside jokes they tell about are funny, btw.  Like putting "Dr Who"
and other such names in those personnel lists you see go fly by on the
Enterprise screens, and the Japanimation references in symbols, and
one of them even played one of those corpsicles in the frozen Earth capsule.
I can't remember if any of them own an Amiga, but I'll try to ask.

seanc@pro-party.cts.com (Sean Cunningham) (01/06/91)

In-Reply-To: message from hastoerm@vela.acs.oakland.edu

 
You're probubly right.  If you watch closely, alot of the segments showing the
ship flying are the same from episode to episode.  They could render a whole
collection of views of the ship from different angles, in front of different
colored planets, and then just use those throughout the series.
 
I don't know how much miniatures (if you can call a 6ft long model a
miniature) like this cost, so CG may or may not have been cheaper to produce.
 
Sean
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

seanc@pro-party.cts.com (Sean Cunningham) (01/06/91)

In-Reply-To: message from a763@mindlink.UUCP

 
I always thought it was very interesting that they shot the Enterprise upside
down.
 
I don't recall what the reasoning for this was, but I guess it was so that it
would look larger on screen.
 
Sean
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

dak@pro-graphics.cts.com (DAK Productions) (01/06/91)

In-Reply-To: message from seanc@pro-party.cts.com

I believe its easier to shoot upside down for two rasons. 1. most of the shots
are from just underneath the Enterprise so there's less hassel hiding supports
of the model if it is supported from above(below) 2. Because of above,
lighting is less problematic. Blue screen keying/matting is very sensitive to
lighting requirements. Any problems avoidable in image aqusition are much more
cost effective than "fixing it in post".

peterk@cbmger.UUCP (Peter Kittel GERMANY) (01/07/91)

In article <1990Dec30.160607.21571@zorch.SF-Bay.ORG> xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) writes:
>
>Strangely enough, both may be true. There is a technology that uses the
>computer to "fly" the camera around the model or other object being
>filmed.

Yes, this is called "Motion Control". And interestingly, in Germany
there is a company that does this with - guess what - an Amiga!
They have a 3D editor similar to Sculpt where you can put in the
path the camera shall take and then this is processed. It was
already used for some science fiction films (I think one was
"Moonbase soandso" or similar).

> For each frame, the computer would move the camera
>back, start moving toward the object (neon light letters were popular),
>open the shutter a bit before the midpoint, close it a bit after the
>midpoint (supplying the 'streaks"), stop the camera, back it up, step
>the midpoint toward the object, and do the next frame.

Sorry for my bad English, I don't realize whether you already said it:
The point is, the camera MUST NOT stop its own motion during the
exposure of a single frame. Else you wouldn't get smooth movement.
It's the same effect the new animation programs try to achieve
through "motion blur".

-- 
Best regards, Dr. Peter Kittel  // E-Mail to  \\  Only my personal opinions... 
Commodore Frankfurt, Germany  \X/ {uunet|pyramid|rutgers}!cbmvax!cbmger!peterk

xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) (01/08/91)

seanc@pro-party.cts.com (Sean Cunningham) writes:
>In-Reply-To: message from hastoerm@vela.acs.oakland.edu

> You're probubly right. If you watch closely, a lot of the segments
> showing the ship flying are the same from episode to episode. They
> could render a whole collection of views of the ship from different
> angles, in front of different colored planets, and then just use those
> throughout the series.

I don't remember where I learned all this stuff; maybe at SIGGRAPH;
anyway, some more interesting information.

You don't directly capture onto film the model "in front of diffeent
colored planets". You film the model against a deep blue background that
happens to look blacker than black when photographed (it reflects no
wavelength the film happens to record). This is half your effort.

It's also interesting in passing that the model hangs from a thread the
same unphotographable color, though it is still, of course, opaque.

Then you make a second, separate film of the backdrop, the "colored
planet".

Next, in the days when I learned this, came a very expensive hand effort
called "matting", that blotted out a model shaped hole in each frame of
this second film (with paint, I think). This could perhaps be done
cheaper today with a computer process, since no raytracing is involved,
but in those days, the matter was a highly paid, highly respected part
of the film effort, and the success of the model parts of films was
attributed in the trade primarily to the skills of the matter, not to
the camera operators or model makers.

Then the backdrop was exposed onto yet a third film with the matted area
of course not exposed. Last, the film of the model was exposed onto the
same film in a double exposure, fitting neatly into the unexposed area.

This could be repeated to quite a few layers of complexity, reminiscent
of animation cels in concept, but completely different in actuality
since transparency and opacity change importance in the two methods.
(This takes thinking about.)

The more layers, the more expense, and the more matting needed.

> I don't know how much miniatures (if you can call a 6ft long model a
> miniature) like this cost, so CG may or may not have been cheaper to
> produce.

Well, you look at two curves, model makers salaries going up and cpu
cycle costs going down, but you have to leverage your computer model
builder's effort a lot before the curves intersect, even today.

Kent, the man from xanth.
<xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>

xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) (01/08/91)

seanc@pro-party.cts.com (Sean Cunningham) writes:
> In-Reply-To: message from a763@mindlink.UUCP

> I always thought it was very interesting that they shot the Enterprise
> upside down.

> I don't recall what the reasoning for this was, but I guess it was so
> that it would look larger on screen.

No, you could do that by moving the camera closer.

Probably because you would want to point your camera toward the ceiling,
which is easier to keep clean and unscuffed for a non-photographable
background.  So, you want to support your model from the ceiling, which
puts the support out of site.  Now if you hang your model from its belly,
the model obscures its support.

This has the additional advantage that the floor is now free of
obstructions when you want your (possibly computer controlled) cameras
to be able to move freely without hanging up their dragging cables on an
obstruction like the support.

You also get to point your camera away from these cables when you point
your camera up.

Purely speculation on my part.

Kent, the man from xanth.
<xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>

witzany@sparc1.isgs.uiuc.edu (David Witzany) (01/08/91)

     Ah, but you're overlooking the biggest reason for filming these objects
upside down:  All of those flaw-seekers in the audience will be watching for
wires above the objects, when they're actually underneath!! :*)

--

     Dave Witzany (witzany@sparc1.isgs.uiuc.edu)

seanc@pro-party.cts.com (Sean Cunningham) (01/10/91)

In-Reply-To: message from xanthian@zorch.SF-Bay.ORG

 
When I said upside down, I didn't mean that it was suspended from the ceiling.

 
The model is held on supports, at the regular level for stop-motion-models
(whatever that is).  The disk and nescelles (sp) are on the bottom, the camera
shoots facing down, but I'd assume is flipped to give the proper perspective. 
This also gives them a very low angle of view (this is where I got the size
theory).
 
Possibly it it has a more stable weight distrobution this way.  But it still
looked funny :)
 
Sean
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
  UUCP: ...!crash!pnet01!pro-party!seanc       RealWorld: Sean Cunningham
  ARPA: !crash!pnet01!pro-party!seanc@nosc.mil     Voice: (512) 992-2810
  INET: seanc@pro-party.cts.com        ____________________________________   
                                    // | * All opinions  expressed herein |   
  HELP KEEP THE COMPETITION UNDER \X/  |   Copyright 1990 VISION GRAPHICS |   
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<