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 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 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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