Zebrafly Surface analysis by putting a car in a room lined with flourescent tubes - and look at the car. This demo has 4 different vehicles and a much cheaper room than car companies use... |
Left mouse: rotation. Middle mouse: Z-axis translation. Right mouse: X-Y translation. Press 'r' to reset. Press 'm' to enable/disable turntable mode. Typing 'm' toggles mouse left button operation between view rotation and model rotation (turntable operation). In turn- table mode, the loaded model rotates but the floor or the cylinder light source do not. The model rotation in turntable mode is restricted in floor-parallel plane only. It is easier to drag horizontally near the upper or the lower end of the window for turntable operation. In turntable mode, middle and right buttons work the same way as in the view rotation mode.
Cylinder mapping rotator ------------------------ You can rotate the zebra-mapping cylinder about its own axis with '[' and ']' keys. [: Rotate reflection cylinder about its axis ]: Rotate reflection cylinder about its axis Fixed view angles can be provided. You can switch the view by pressing each number keys (not ten-keys). 1: View-1 2: View-2 3: View-3 4: View-4 5: View-5 6: View-6 7: View-7 8: View-8 9: View-9 0: View-10 Toggling auxiliary geometric objects ------------------------------------ Zebrafly provides three togglable geometry sets, a ruler set, a floor and a surrounding cylinder. These help users understand the environment of the loaded model. Below keys control the visibility of these objects. a: Toggle xyz rulers f: Toggle floor k: Toggle shadow of the model z: Toggle reflection cylinder shape Switches of shading light and cylinder light -------------------------------------------- Two kinds of light sources affect the appearance of the loaded model; shading light and cylindrical reflection texture light. The following keys control those light sources. t: Toggle between shading light and cylinder light T: Enable both shading light and cylinder light Texture mapping is simply disabled when 't' toggles for shading light. GL_BLEND is used when 't' toggles for cylinder light. 'T' always turn on both shading and cylinder light and toggles between GL_BLEND and GL_ADD, which makes little difference. Note that on Impact GL_BLEND may not work. Press 'T' a few times to enable GL_ADD mode, which actually looks like GL_MODULATE on Impact.
@@@@@@@@@@@@@@@@@@@@@@@ @ @ @ Z e b r a f l y @ @ @ @@@@@@@@@@@@@@@@@@@@@@@ -- A cylinder mapping viewer for reflective models -- ****************** * Introduction * ****************** Zebrafly is an Optimizer application that shows a very high quality cylinder reflection mapping for automobile or other models with huge amount of tessellated vertices. This application is derived from "viewDemo," a standard template application for Optimizer. Most of the features available in viewDemo can be used in zebrafly, though picking is not supported in zebrafly. In this README file, the features and the usages of viewDemo is basically not mentioned. ******************************* * What is added to viewDemo * ******************************* Features unique in zebrafly include the following. 1. Automatic floor generation 2. Shadow of model on the floor 3. Model rotation against reflection cylinder (turntable mode) 4. A shape that represents cylindrical light sources ---- * * * Thanks to Brian Cabral and Julie Yen for the intensive support! Enjoy. -- July 1, 1997 Masanori Kakimoto (kaki@nsg.sgi.com) Makoto Matsumura (matsumura@nsg.sgi.com) East Asia Technology Network, Tokyo Center Silicon Graphics Computer Systems ------- The DKconceptcar was designed using formZ software. All other models were designed with Alias. Model name Designed by ---------- ----------- AUST.csb MILAI Corporation (http://www.milai.co.jp) DKconceptcar.csb DESIGN KOMBINAT Co.,Inc. (http://www.netlaputa.or.jp/~dk-ted) eggride.csb Toku Kitajima (toku@wellmet.or.jp) otemo.csb Yasuhiro Sugitani (sugitani@tamabi.ac.jp) All the model files are free to copy and distribute unless they are modified. The following table shows ctol tessellation parameters used for each model when converting with optimizeDemo. DKconceptcar was designed as polygons, not NURBS. filename -ctol ------------------------ AUST.csb 0.001 eggride.csb 0.0001 otemo.csb 0.0001 SHADOWS (0) what does zbFloor do? * generate shadow of model shadow is done by texture map texture is shifting on the fly render the model with black color with white clear color variables in (1) is used Camera / \ (jitterd camera) / \ / fov \ / \ / \ / \ / \ ** ***** ******** ** ** =============== fov is also used to jittering the camera * calculate bounding box and generate floor geometry 3 variables in (2) are used to generate geometry. (1) environment variables setenv ZB_FLOOR_SHADOWTEX_SIZE 128 128x128 texture is used for shadow texture setenv ZB_FLOOR_FOV 15 15(degree) is used for fov setenv ZB_FLOOR_JITTER_MODE 1 1 = jitter mode : camera will be jittered with fov angle rendered 5 times and accumulated in host memory. 0 = non jitter mode: once rendered and used as shadow texture (2) zebrafly commandline option -floorOffset 0.5 offset of the model and the floor -floorSize 1.5 scale of the floor -floorDirection 1 specify up dir of the floor (0|1|2)<-> (x|y|z) axis is up respectively !!! Caution !!! Pre rendering for shadow image generation is done in the window. (not offscreen). Changing window size, position will cause incorrect shadow image. Would you please leave it as it is for a while.
Reality graphics w/ 64M texture memory. Needs 256M.
HighEnd_Demos@sgi.com