Sometimes the origins of technical terminalogy can be surprising. This article describes my experience with an aquarium, a squirrel, and a piece of glass. . . . → Read More: The Squirrel’s Up on Glass in the Aquarium
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Sometimes the origins of technical terminalogy can be surprising. This article describes my experience with an aquarium, a squirrel, and a piece of glass. . . . → Read More: The Squirrel’s Up on Glass in the Aquarium But Only If You’re A Chicken. [tube]http://www.youtube.com/watch?v=sXUeO3auRZg&feature=player_embedded[/tube] This video has been around for a while, but there may be something to learn from chickens yet. Watch in amazement as this chicken’s head remains precisely located in space regardless of the motion of its body. Then be amazed that you sat and watched a chicken for a full minute with your mouth open. –Gene Turnbow The main problem with developing working warp drive apparently isn’t the math. We’ve figured that part out. What we need, though, is an unimaginably monumental supply of energy to power the thing. The spokesman for CERN’s ALPHA experiment—Jeffrey Hangst of Aarhus University, Denmark—says that trapping these atoms was a bit of an overwhelming experience: What’s new about Alpha is that now we’ve managed to hold on to those atoms. We have a magnetic bowl, kind of a bottle, that holds the antihydrogen [...] For reasons that no one yet understands, nature ruled out antimatter. It is thus very rewarding, and a bit overwhelming, to look at the ALPHA device and know that it contains stable, neutral atoms of antimatter. Well now we’re one step closer. At CERN, scientists have successfully captured antihydrogen and can hold atoms of it for study in a magnetic bottle. They know they’ve got antihydrogen, because when they release it, the expected annihilation takes place. You’ve just gotta see this. [tube]http://www.youtube.com/watch?v=GoSaHiCduDc[/tube] Why have I been writing about leaps in scientific knowledge and technology lately? Because I feel that Humanity is reaching for its future with both hands, and that if we can solve the mysteries of the universe, it’ll make it easier to solve the problems of your everyday garden variety human beings as individuals. It is an exciting time to be alive. We are on the verge of a new frontier, and it all begins right here, right now. Our perspective and perceptions are shifting as our awareness and understanding of the very nature of reality itself expands. On seeing the Enterprise’s warp engine while visiting the set of Star Trek: The Next Generation (where he would briefly play himself in the 1993 episode Descent, Part I), Stephen Hawking smiled and said: I’m working on that. I feel like a kid on Christmas morning. I can hardly wait to see what’s under the tree. – Gene Turnbow Links CERN Document Server A new technique developed by Germany’s Technische Universität allows elements to be removed from video images in real time. They’re purportedly working on a version of this that runs in Android, so I may be able to try this for myself on my Droid phone soon. Watch the YouTube video and be amazed. [tube]http://www.youtube.com/watch?v=FgTq-AgYlTE[/tube] – Gene Turnbow Those of you who have read and enjoyed speculative fiction all their lives, take note of this newest development. The J. Craig Venter institute has created the first synthetic self-replicating species whose parent is a computer. It carries the names of its creators and its own web site encoded directly into its DNA. It is interesting to me that while the endless discussions as to whether or not it would be ethical to create life from scratch were taking place, starting with Mary Shelley’s “Frankenstein”, the scientists were quietly and methodically making it happen. I offer no opinion on the ethical questions this represents, other than to note the occurrence of one of the most momentous accomplishments in human history. Those who wanted to wait until we’d figured out the ethics of whether or not something like this ought to be done before we, as a species, created a synthetic life form, are going to have to deal with the fact that this particular ship has sailed. The link: http://www.ted.com/talks/craig_venter_unveils_synthetic_life.html – Gene Turnbow I start another life drawing class in about a week, and I’m brushing up on my Maya chops. Soon I’ll be able to run with the big dogs. In the meantime, check out the code page – I’ve finally fixed the problem with the nGene source code that prevented it from compiling cleanly on Linux using KDevelop 2.0! Unfortunately, I waited so long that KDevelop 3.0 has been out for months now. Ah, well, it may work as is, but if it doesn’t, I’ll fix it. What a busy year it’s been. It seems like it’s all gone by in a blur. The nGENE Here’s the source code and compiled binaries for my little OpenGL engine, which I have named the “nGene” after a suggestion by a coworker. It’s a little odd as engines go in that it loads Lightwave 6.x (or greater) scene and model files and renders them, and then lets you fly a camera around and look at them. It lights the scene according to whatever lights you put in the scene, but all lights are translated as point lights. I never got spotlights or area lights working. It does respect global ambience settings in the scene, though, as well as maintain the hierarchical relationship between all the scene elements (i.e., parenting of scene elements is preserved at runtime. To clarify the copyright status of the nGene, it’s open source and licensed under the LGPL, meaning you can use this code for your commercial projects if you wish, without having to worry about having to release the code for it or your own project along with the compiled form. By all means, steal the parts you like and toss them into your project if you think it’ll help. It’s why I wrote it in the first place. Note that I’m not responsible for the results, i.e, if it breaks, you get to keep all the pieces. If you do download it, note that you’ll be in good company – the nGene has been downloaded over a quarter million times since I originally posted it. Special thanks to gifted artist and animator Eric Estrada, currently a lighter at Dreamworks, for the 3D scan of his head. It texture maps, but only UV textures, and there are a few ways to apply the textures in Lightwave that don’t actually work. The best approach seems to be to convert whatever conventional texture mapping you might have on your models into UV maps using the “Make UVs” tool in the “Map” toolset in modeler. Since the loader doesn’t handle DMAP chunks, models using cylindrical or spherical mapping need to have the vertices split at the seam, or you’ll get mapping errors. Also, I never got around to writing the polygon smoothing algorithm, so for now it’s flat shaded only. The source code will compile under either Windows, using Microsoft Visual C++ 6.x or greater, or under Linux using GCC. Yup, it’s cross-platform code! Download the source code, binaries and sample data here. It’s about 3 megs because of all the model files and textures and whatnot that you get with it. I wouldn’t get too excited if I were you – once I got the object and scene loaders working, the rest of the engine was done in about five days. It does give some good example code for reading objects in native Lightwave LWO2 format, though. By the way, in the ‘credit where credit is due’ department, I started with the example ‘C’ loader code written by Yoshiaki Tazaki at D-Storm. UPDATE: I’ve only just now gotten around to fixing a problem . . . → Read More: nGene I am nearing completion of a small suite of plugins for a commercial client – what an adventure that’s been! I was writing Lightwave plugins to translate STL object model format into Lightwave model format, while preserving the materials attributes (raw STL doesn’t support materials). Then I had to write a new shader to render them that took into account the surface smoothing errors that the STL models tend to have in them (because of the strange tesselation choices the exporting software that creates STL files tend to make). I got it all working, finally. But boy was that stuff hard. I decided I’d never do another Lightwave plugin after that. |
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