[comp.graphics] Stereoscopic 3D Flight Simulator

cs161agc@sdcc10.ucsd.EDU (John Schultz) (01/14/89)

  I'm writing a simple flight simulator using a stereoscopic 3D
display.  I'm looking for a text on flight simulation, the only one
I know of is:
                        Garrison, Paul
                        Microcomputers and Aviation
                        New York: Wiley Press, c1985

UCSD doesn't have the book; is it a good text? Know of any others?

I've currently implemented a simple shaded polygon animation system
with depth sorting, backface culling, and one point source illumination.
What I need to research is efficient database manipulation of the world to be
simulated.  I can easily implement this system by simply checking
all of the objects in the world, but this is very inefficient.  Any
clues? Reference material? Examples?
  I could also use some advice on fast hidden surface removal techniques.
Any input on high-speed 3D animation would be much appreciated.


  Thanks,

    John Schultz
    ...trying not to reinvent the wheel...

lishka@uwslh.UUCP (Fish-Guts) (01/15/89)

In article <45@sdcc10.ucsd.EDU> cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz) writes:
>
>
>
>  I'm writing a simple flight simulator using a stereoscopic 3D
>display.  I'm looking for a text on flight simulation, the only one
>I know of is:
>                        Garrison, Paul
>                        Microcomputers and Aviation
>                        New York: Wiley Press, c1985
>
>UCSD doesn't have the book; is it a good text? Know of any others?

     Well, this *may* help.  There is a book out there by Bruce
Artwick, who developed the famous SubLogic "Flight Simulator"
including the original graphics routines.  Unfortunately, I do not
know the name of the book or the publisher, as it was one of those
books that I was going to buy, but did not have the money to spend or
the time to invest reading it (they are sooo many good books out there
to read! ;-)

     I would say that this is a good book to read.  Does anyone else
have a full reference?  If nothing else, you could probably look in
the "Books in Print" catalog under the author's name, or ask the
ordering department of a large bookstore to help.  Good luck!

					.oO Chris Oo.
-- 
Christopher Lishka                 ...!{rutgers|ucbvax|...}!uwvax!uwslh!lishka
Wisconsin State Lab of Hygiene                   lishka%uwslh.uucp@cs.wisc.edu
Immunology Section  (608)262-1617                            lishka@uwslh.uucp

		 "I'm not aware of too many things...
		  I know what I know if you know what I mean"
		    -- Edie Brickell & the New Bohemians

foo@titan.rice.edu (Mark Hall) (01/15/89)

In article <45@sdcc10.ucsd.EDU> cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz) writes:
>  I'm writing a simple flight simulator using a stereoscopic 3D
>  I could also use some advice on fast hidden surface removal techniques.
>Any input on high-speed 3D animation would be much appreciated.
>    John Schultz
>    ...trying not to reinvent the wheel...

   If your plane will not interract with moving objects, I suggest
 you drop the sorting to get hidden surface removal. A good article
 is 

     "Near real-time shaded display of rigid objects",
   by Fuchs, Abram, and Grant.  SIGGRAPH 1983 Conference proceedings
   (Computer Graphics  17, No. 3. July 1983 pp. 65-72)

   It describes a BSP (Binary Space Partitioning) scheme where a one-time
 process is used on the environment you want to fly through. Thereafter
 you can draw the scene from any position/viewing direction WITHOUT sorting
 (by walking a tree structure). 

   This will not work for objects which can move, like other planes. I think
 you could use this for the "earth" if you can assume that the moving 
 objects will not be "hiding" behind parts of the terrain. I am thinking 
 of other planes which will not be below ground level, hiding behind trees, 
 etc. You could use BSP to draw the terrain, and any other technique for
 the other objects as a second step. 

 As I remember, the article talks about trying to overcome the 
 problem of moving objects. Does anyone know of a later paper that addressed
 this? 

 - mark

jimw@microsoft.UUCP (Jim Walsh) (01/15/89)

In article <45@sdcc10.ucsd.EDU> cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz) writes:
>
>  I'm writing a simple flight simulator using a stereoscopic 3D
>display.  I'm looking for a text on flight simulation, the only one
>I know of is:
>                        Garrison, Paul
>                        Microcomputers and Aviation
>                        New York: Wiley Press, c1985
>
>UCSD doesn't have the book; is it a good text? Know of any others?
>

   You might want to try
      Applied Concepts in Microcomputer Graphics
      Bruce A. Artwick
      Prentice-Hall, 1984
      ISBN 0-13-039322-3

   Bruce Artwick is the president of Sublogic Corporation, and a number of
the algorithms, illustrations, etc. in the book refer to simulations
(flight simulations in particular).  I haven't referred to the book in
quite a while, so I can't really remember what I thought about it, but I'm
sure that it will help in a number of areas.  A quick glance through it
shows sections on viewer perspectives and appropriate transformations,
various ways to speed image generation, etc.

-- 
Jim Walsh                       jimw@microsof.beaver.cs.washington.EDU
Microsoft Corporation           jimw@microsof@uw-beaver.ARPA 
                                jimw@microsof.UUCP
The views expressed herein are not necessarily mine, let alone Microsoft's...

charette@edsews.EDS.COM (Mark A. Charette) (01/15/89)

In article <413@uwslh.UUCP>, lishka@uwslh.UUCP (Fish-Guts) writes:
> In article <45@sdcc10.ucsd.EDU> cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz) writes:
> >  I'm writing a simple flight simulator using a stereoscopic 3D
>      Well, this *may* help.  There is a book out there by Bruce
> Artwick, who developed the famous SubLogic "Flight Simulator"
> including the original graphics routines.  Unfortunately, I do not

Microcomputer Displays, Graphics, and Animation
Bruce A. Artwick
Copyright 1985,1984 by Prentice Hall
ISBN 0-13-580226-1

Reasonably good book on mostly wire-frame techniques, especially speed-up
techniques on PC systems. Examples in BASIC.

-- 
Mark Charette             "People only like me when I'm dumb!", he said. 
Electronic Data Systems   "I like you a lot." was the reply.
750 Tower Drive           Voice: (313)265-7006        FAX: (313)265-5770
Troy, MI 48007-7019       charette@edsews.eds.com     uunet!edsews!charette 

cs161agc@sdcc10.ucsd.EDU (John Schultz) (01/16/89)

In article <8467@edsews.EDS.COM> charette@edsews.EDS.COM (Mark A. Charette) writes:
>Microcomputer Displays, Graphics, and Animation
>Bruce A. Artwick

  Good book, but it just scratches the surface.  It covers the basic
3D matrix math (including the little known Quaternions!), talks
about using fixed point, etc, but I am looking for database
information, polygon clipping/elimination, etc.  I've got a little
"remote control airplane" simulator up and running using shaded
polygons, which runs quite fast.  I'm looking for ways to run
faster, especially how to process the "terrain" without
examining/processing _every_ object.


  Thanks,


  John Schultz

rk@cs.strath.ac.uk (Richard Kingslake) (01/16/89)

In article <413@uwslh.UUCP> lishka@uwslh.UUCP (Fish-Guts) writes:
>In article <45@sdcc10.ucsd.EDU> cs161agc@sdcc10.ucsd.edu.UUCP (John Schultz)
writes:
>>
>>I'm looking for a text on flight simulation, the only one I know of is:
>>  Garrison, Paul,  Microcomputers and Aviation, New York: Wiley Press, c1985
>>
>>Know of any others?
>
>     Well, this *may* help.  There is a book out there by Bruce
>Artwick, who developed the famous SubLogic "Flight Simulator"
>including the original graphics routines.  Unfortunately, I do not
>know the name of the book or the publisher, 

Try:
	Applied Concepts in Microcomputer Graphics
	Bruce A Artwick
	Prentice-Hall (1984)
	ISBN:  0-13-039322-3



-- 
	Richard Kingslake

JANET:  rk@uk.ac.strath.cs
ARPA:   rk@cs.strath.ac.uk
UUCP:   !seismo!mcvax!ukc!strath-cs!rk   or    rk@strath-cs.uucp

billd@celerity.UUCP (Bill Davidson) (01/17/89)

In article <413@uwslh.UUCP> lishka@uwslh.UUCP (Fish-Guts) writes:
>     Well, this *may* help.  There is a book out there by Bruce
>Artwick, who developed the famous SubLogic "Flight Simulator"
>including the original graphics routines.  Unfortunately, I do not
>know the name of the book or the publisher, as it was one of those
>books that I was going to buy, but did not have the money to spend or
>the time to invest reading it (they are sooo many good books out there
>to read! ;-)
>					.oO Chris Oo.
>Christopher Lishka                 ...!{rutgers|ucbvax|...}!uwvax!uwslh!lishka
>Wisconsin State Lab of Hygiene                   lishka%uwslh.uucp@cs.wisc.edu
>Immunology Section  (608)262-1617                            lishka@uwslh.uucp

The Artiwick book is very good but it's a little weird to follow, er, find
things in it.  It has lots of neat stuff.  I have the first edition from
1984.  I believe that there is a new edition out.  In any case it's called:

	_Applied Concepts in Microcomputer Graphics_
	by Bruce A Artwick
	ISBN 0-13-039322-3
	T385.A77 1984
	Prentice Hall

It doesn't have a section on "airplane physics" (at least I can't find it :-)
so I don't think it will help much on that.  It should be able to help
on hidden surface removal and other animation type problems.
I personally like the book for it's discussion of certain aspects of
computational geometry.

	--Bill Davidson

-- 
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....!{ucsd|sdcsvax}!celerity!billd