From guest  Tue Jun  7 06:47:57 1994
Date: Tue, 7 Jun 94 15:47:40 +0200
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
Message-Id: <9406071347.AA01270@ligsg16.epfl.ch>
To: info-performer@sgi.sgi.com
Subject: windows / NURBS
Reply-To: matomira@epfl.ch
Status: O


Hello,

  I have two questions. When are we getting:

a) The ability to open/destroy windows arbitrarily at runtime?
b) NURBS

Thanks

Fernando D. Mato Mira				
Computer Graphics Lab                         	
Swiss Federal Institute of Technology (EPFL)	Phone    : +41 (21) 693 - 5248
CH-1015 Lausanne				FAX      : +41 (21) 693 - 5328
Switzerland					E-mail   : matomira@di.epfl.ch




From guest  Tue Jun  7 12:57:27 1994
Message-Id: <9406071957.AA13960@surreal.asd.sgi.com>
To: matomira@epfl.ch
Cc: info-performer@sgi.sgi.com
Subject: Re: windows / NURBS 
In-Reply-To: Your message of "Tue, 07 Jun 94 15:47:40 +0200."
             <9406071347.AA01270@ligsg16.epfl.ch> 
Date: Tue, 07 Jun 94 12:57:18 -0700
From: Jim Helman <jimh@surreal>
Status: OR

  
>  a) The ability to open/destroy windows arbitrarily at runtime?

This is complicated when multiprocessed because it requires creating
and destroying multiple processes and the associated software
pipeline.  It's not on the list now.  If and when depends on demand.
Is this important to people?

>  b) NURBS

NURBS aren't usually regarded as useful for maximum performance
rendering.

There are two sides to NURBS: tessellation and evaluation.  In
OpenGL, the GLU library does the tessellation on the host CPU and
then calls OpenGL gfx commands to have the graphics hardware
evaluate them.  Because the tessellation is very CPU intensive, the
gfx pipe is left idle during this computation and that means NURBS
cannot come close to peak gfx performance.  The high-performance
path to NURBS rendering would have one or more processes, doing the
tessellation and sending the rendering process functions and points
for evaluation.

As for NURBS and Performer, if you have your own tessellation code,
you could either tessellate at load-time or do it at run-time using
user data and callbacks in the scene graph.  In either case, the
DRAW process could just send down points for evaluation.  If anyone
has an interest in this, I'd like to hear why NURBS are important
to you in real-time rendering.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151







From guest  Tue Jun  7 13:31:53 1994
Message-Id: <9406072031.AA21080@sgi.sgi.com>
From: Robert Rossow <rossow@gsc.gsi.com>
Subject: Nurbs...
To: info-performer@sgi.sgi.com
Date: Tue, 7 Jun 94 16:38:07 EDT
Mailer: Elm [revision: 66.25]
Status: OR


I believe that the ability to use NURBS to define geometry within
Performer would be extremely beneficial.  I understand that these cannot
be dynamically tesselated (to a particular view) because of the 
expense in CPU time.  It would
be quite helpful if instead the NURBS could be tesselated according 
to a user-specified chord-height tolerance during initialization; before
the real-time simulation loop is entered.  If this were the case, many
more models would become available, and the user could
be relieved of both the tesselation and texture/normal specifications
on a per-vertex basis.  Also, the levels of detail
could be specified by adjusting the chord-height tolerance.

Sounds too good to be true.  What do you think?


Robert Rossow

rossow@gsc.gsi.com






From guest  Thu Jun  9 13:51:10 1994
From: hill_b@ameig1.navsea.navy.mil (Brian Hill)
Message-Id: <199406092200.AA13153@ameig1.navsea.navy.mil>
Subject: Re. NURBS too!
To: info-performer@sgi.sgi.com (Performer list)
Date: Thu, 9 Jun 94 17:00:45 CDT
X-Mailer: ELM [version 07.00.00.00 (2.3 PL11)]
Status: OR

  Robert Rossow wrote in a previous message related to NURBS
 > 
 > I believe that the ability to use NURBS to define geometry within
 > Performer would be extremely beneficial......
 > ... 
 > ...
 > If this were the case, many more models would become available,
 > and the user could be relieved of both the tesselation and 
 > texture/normal specifications on a per-vertex basis.
 > ...
 > Sounds too good to be true.  What do you think?
 > 
   As a related matter, almost all of my geometry originates as an
   engineering CAD model (ie NURBS) that has to be converted with a 
   combination of automatic and manual techniques. There are times 
   when I don't need to develop a pituresque model using exotic 
   texturing and materials, I only need a functional rendering. 
   It would be nice to be able to load the original IGES NURB data 
   into Performer. How about an IGES loader for Performer?????
 
   Thanks,
  
 ===================================================================
 Brian Hill                    |  Advanced Marine Enterprises, Inc.|
 CSD Section Chief             |  Suite 1300                       |
 (703)415-3080                 |  1725 Jefferson Davis Hwy.        |
 hill_b@ameig1.navsea.navy.mil |  Arlington VA, 22202              |
 ===================================================================
 




From guest  Thu Jun  9 17:21:15 1994
	id AA29386; Thu, 9 Jun 94 17:20:25 -0700
Date: Thu, 9 Jun 1994 17:20:23 -0700 (PDT)
From: Robert Russ <russ@sherman.sdsc.edu>
Sender: Robert Russ <russ@sherman.sdsc.edu>
Reply-To: Robert Russ <russ@sherman.sdsc.edu>
Subject: Re: Re. NURBS too!
To: Brian Hill <hill_b@ameig1.navsea.navy.mil>
Cc: Performer list <info-performer@sgi.sgi.com>
In-Reply-To: <199406092200.AA13153@ameig1.navsea.navy.mil>
Message-Id: <Pine.3.89.9406091727.A29379-0100000@sherman.sdsc.edu>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
Status: O


Hi all,

my $0.02 on the nurbs thingy:

The current loaders (ie: for .sgo, .obj, .dxf, etc) are all for handling 
polygonal data exclusively for a seemingly very good reason:  Performer 
eventually needs polygons to render and reading in polygons is fairly 
straight-forward - the readers are fairly "dumb" in that they don't 
interpret data, only read it in and translate it to the data structure 
Performer needs.

On the other hand, a nurbs -> poly's reader requires some smarts to 
translate the surfaces into polygons.  Important issues pertaining to 
subdivision levels, error factors for resolving the surfaces to polygons, 
limitations of the target machine, etc are all important in determining 
exactly how to represent a spline model with polygons.  

We've found it to be much more beneficial to go into a program and 
somewhat manually convert spline models to polygons based on the above 
concerns.  We use Alias for all of our VR stuff and have written a .tri 
reader (.tri is a triangle file format Alias creates) which works quite 
nicely.  Although this isn't as automated as a "spline file reader", it 
seems to me that this would be a rather complex issue to automate well.

Rob

--------------------------------------------------------------------
Robert H. Russ				       russ@sdsc.edu
3D Computer Animation / Post Production	       OFC: (619) 534-5030
Visualization Technology Group		       LAB: (619) 534-5162	
San Diego Supercomputer Center                 FAX: (619) 534-5152
--------------------------------------------------------------------

On Thu, 9 Jun 1994, Brian Hill wrote:

>   Robert Rossow wrote in a previous message related to NURBS
>  > 
>  > I believe that the ability to use NURBS to define geometry within
>  > Performer would be extremely beneficial......
>  > ... 
>  > ...
>  > If this were the case, many more models would become available,
>  > and the user could be relieved of both the tesselation and 
>  > texture/normal specifications on a per-vertex basis.
>  > ...
>  > Sounds too good to be true.  What do you think?
>  > 
>    As a related matter, almost all of my geometry originates as an
>    engineering CAD model (ie NURBS) that has to be converted with a 
>    combination of automatic and manual techniques. There are times 
>    when I don't need to develop a pituresque model using exotic 
>    texturing and materials, I only need a functional rendering. 
>    It would be nice to be able to load the original IGES NURB data 
>    into Performer. How about an IGES loader for Performer?????
>  
>    Thanks,
>   
>  ===================================================================
>  Brian Hill                    |  Advanced Marine Enterprises, Inc.|
>  CSD Section Chief             |  Suite 1300                       |
>  (703)415-3080                 |  1725 Jefferson Davis Hwy.        |
>  hill_b@ameig1.navsea.navy.mil |  Arlington VA, 22202              |
>  ===================================================================
>  
> 
> 
> 
> 
> 
> 






