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1995-10-14
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VISTA LITE V3.00 - USER MANUAL
==============================
PROGRAM LICENSE AGREEMENT
-------------------------
The program Vistalite is copyrighted by Hypercube Engineering, and the
related user manual is copyrighted by Virtual Reality Laboratories, Inc.
You may not copy, modify, distribute, transfer or transmit this program or
the related manual except as is expressly provided in this agreement.You
have the non-exclusive right to use this program on all of the Commodore
Amiga computers within a single household. You may make as many backup
copies of this program as you like, as long as you guarantee that they are
not in use in more than one house hold at a time. Businesses should contact
VRLI for site licensing. This program is sold as entertainment, without
warranty as to its suitability to be used for any other purpose. Virtual
Reality Laboratories, Inc. warrants to the original licensee that the
diskette(s) on which Vistalite is recorded shall be free from defects in
material and workmanship for a period of sixty (60) days from the date of
purchase. If such a covered defect occurs during the first sixty days,
return the disk to VRLI, 2341 Ganador Court, San Luis Obispo, CA934O1,
within five (5) days after the sixty day limit, and we will replace it free
of charge. Replacement after the sixty day limit will be done at the rate
of $10.00 per disk to cover costs of media, shipping and handling. Virtual
Reality Laboratories, Inc.'s liability is limited to the replacement of
defective media. This license agreement shall be governed by the laws of
the United States of America and the State of California. Commodore Amiga,
Inc. makes no warranties either expressed or implied, regarding the
enclosed computer software package, its merchantability, or its fitness for
any particular purpose. Amiga, Amigados, Workbench, Kickstart, and Intu
ition are trademarks of Commodore Amiga, Inc. Turbo Silver is a trademark
of Impulse, Inc.
CONTENTS
--------
INTRODUCTION TO VISTALITE
GettingStarted
Vistalite Installation
A Quick Tour
What is Vistalite?
How Vistalite Works
Some Uses for Vistalite
Notes on Vistalite
Vistalite on Accelerated Amigas
Vistalite Landscapes
Vistalite Stack Requirements
Loading Vistalite from the CLI or a Shell
Limits of Vistalite's World
Speeding Up Vistalite
Making the Most of Vistalite
Lighting
Snow and Tree Line Setting Considerations
Changing colors
Foreground "fatpolys" or "jaggies"
A note about aesthetics
Exploration with Vistalite
Your own data
VISTALITE TUTORIALS
Tutorial 1: The Basics
Running Vistalite
A Quick Introduction
Loading a DEM Landscape
Setting Camera and Target
Viewing Your Camera Position
Adjusting the Camera Lens
Making a Smoother Image
Blend
Dither
Gouraud Shading
Experiment
Tutorial 2: Making Better Images
Loading an IFF Image
Image Quality
Adding Texture
Setting the Timber Line
Drawing Trees
Setting Tree Density
Setting the Snow Level
Adding a Lake
Adding a River
Changing the Haze Level
Setting the Light Direction
Shadows
Changing Colors
Saving a Rendered Image
VISTALITE MENUS
Project Menu
Print
About Vistalite
About Landscape
About Image
Quit
Load Menu
Load Vistalite DEM
Load IFF
Save Menu
Save Vistalite DEM
Save IFF
GrModes Menu
320x200
640x200
320x400
640x400
16 color
32 color
EHB
HAM
HAM8
256 color
Show Render
Script Menu
Generate
Create
Open
Add
Preview
Execute
Anim Mode
VANIM
CMap Menu
IQuality Menu
Low
Medium
High
Ultra
CONTROL PANEL
Target
Camera
Locking Functions
P
dR
dX
dY
dZ
Bank
Head
Pitch
CMap
LockP
SeaLvl
TreeLn
SnowLn
HazeDn
Lake
River
Clouds
Stars
Pine, Oak, Palm and Cactus
TreDn
TreeSz
Fcl Ln
Wide
Zoom
Poly
Dither
Textur
O L M H
PixDth
Random
Fractal Landscape Number
Island
FrDim
Frctlz
Fractal Divisor
NSEW
Custom
Azimth
Declin
Rough
Shadow
Blend
GShade
Render
Redraw
View
Abort
Color Control Panel
Colors
OK
Spread
Quit
Copy
Swap
Sound
Colors
Sky
Cliff 1-4
Snow 1-4
Bare 1-4
Tree 1-4
Beach
Horizon
Water 1-5
SkyHaze
Haze
Grass 1-4
Bark 1-4
Exposure
Contrast
THE VISTALITE STATUS WINDOW
X,Y,Z:
Generate:
Color
Cliffs
Shade
Tree
Sky
Horizon
Render:
VIEWER
APPENDIX A
What are Fractals and Fractal Geometry?
APPENDIX B
The Landscapes
ElCapdem:
HalfDomedem:
CraterLakedem:
MSHBdem: and MSHAdem:
Juliadem: and Mandelbrotdem:
Vantagedem:
Arrowhead dem:
SanGorgoniodem:
BigSurdem:
MtBaldydem:
MtAdamsdem:
APPENDIX C
Glossary of Terms
AI
Aliasing Artifacts
Caldera
Deluxe Paint
DEM
Digi Paint
Digital Elevation Model
Dithering
Fat Polys
Fractal
Fractal Pro
HAM
Haze
IFF
Jaggies
Olympus Mons
Polygons
Ray Tracing
Topography
Topology
USGS
INDEX
INTRODUCTION TO VISTALITE
-------------------------
Getting Started
---------------
Vistalite Installation
Before installing Vistalite, you should be aware that it requires a minimum
of two megabytes of memory in which to run.
Vistalite requires about 1.5 megabytes of free memory in which to run. Free
memory is that memory which is not occupied by AmigaDOS on start up. Some
of the buffers that Vistalite uses require large contiguous pieces of
memory. As you use your system between reboots, its memory can become
fragmented. You may still have 1.5 megabytes free but not have a single
contiguous block large enough for some buffers. If this happens, reboot
your computer. This has the effect of combining all of the free memory into
a single large block. In some of the AGA modes on a hi-res interlaced
screen (640x512), Vistalite requires a full two megabytes of memory. In
order to make this work, if Vistalite is unable to find enough memory to
open the image buffer, it tries to open a disk file of the same size and
swaps portions of that buffer to a much smaller image buffer. This saves
about 512 kilobytes of needed memory with a 640x400 screen size in HAM 8 or
256 color mode.
Vistalite (including its associated DEM files, sample scripts, etc.) takes
approximately 1.5 megabytes of hard disk space.
Insert the Vistalite Program Disk into any available disk drive. Double
click on the disk icon to open it. Double click on the Install icon found
on the Vistalite Program Disk. The Installer will ask you several questions
about your system and whether or not you want Vistalite installed on
floppies. After installation is complete, you are ready to run Vistalite.
A Quick Tour
------------
Vistalite is a scaled down version of Vistapro 3.0 which has been specially
engineered to be able to run with limited memory. It makes pictures of
landscapes from two different types of data. Pictures of real landscapes
are made from U.S. Geological Survey (USGS) Digital Elevation Model (DEM)
data. You can also explore billions of imaginary fractal landscapes gener
ated from data produced by Vistalite itself.
Starting with Vistalite's main screen, you see a rectangular picture
bordered by gray on the left two thirds of the screen. This contains a
Topographic Map of a landscape that you can explore. The Topographic Map
uses shades of green to represent the lowest altitudes on the landscape,
browns to represent the middle altitudes, and gray-whites for the highest
altitudes. You control Vistalite with the buttons in the Control Panel on
the right side of the screen.
Continuing with our tour of Vistalite, move the red crosshair to the Camera
button and click the left mouse botton. Note that the Camera button appears
to be indented, which means that the crosshair can be used to place the
camera (the small box on the map) when you click the left mouse button over
the topographic map. Note that the X, Y and Z coordinate values in the
boxes next to the X, Y and Z buttons change each time you click to set a new
camera location. The Z coordinate shows the altitude of your camera. It is
automatically set to 30 meters above the point on which you clicked. When
you have placed the camera where you want it, add several hundred units to
the Z altitude by clicking on the numerical value and typing in the new
number. The extra altitude puts the camera far enough above the surface to
reduce the size of polygons in the foreground.
Next, click on the Target button, then click on the topographic map to place
the target, or the point at which the camera is looking. A small + appears
on the map to identify the target location. This manual contains
information on how to use all the other controls but, for now, click on the
CMap button. This causes Vistalite's Color Control Panel to appear. The
Color Control Panel is used to adjust the colors, contrast and brightness
used to paint the landscape. Since this is only a tour, don't change any of
the settings. Click on the OK button at the bottom left corner of the
screen to return to the primary control screen. Using the right mouse
button, go to the top left part of the primary control screen to view
Vistalite's pull down menus. Don't select any right now. They are
described in detail in the chapter on Vistalite Menus. Click on the Render
button on the bottom control panel and wait. Vistalite will render (draw
and color) a rough (big polygon) view of the target that you have chosen
from the camera position that you chose.
After it has rendered the picture, a click on any part of the screen returns
you to the Topographic Map and Control Panel. Notice that the default Poly
value is 8. This is the roughest and fastest view. It helps you quickly
reset the camera view and lighting until you think you have it the way you
want it. The lower Poly values increase the rendering time, as they yield a
more detailed picture. Now that you know your way around Vistalite, you may
wish to take a few minutes to follow the tutorials. We designed the
tutorials to teach by doing. When you have finished the tutorials, you will
have an intuitive understanding of Vistalite which will increase your
ability to use the program. The remainder of this manual is a reference
text for your use should you need detailed information about a particular
feature.
What is Vistalite?
------------------
Vistalite is a three-dimensionai landscape simulation program. Using U.S.
Geological Survey (USGS) Digital elevation Model (DEM) files, Vistalite can
accurately recreate real world landscapes in vivid detail. As a fractal
landscape generator. Vistalite can create landscapes from a random seed
number. Often these landscapes are more interesting than those found in the
real world. Vistalite supports over four billion different fractal land
scapes. Simply by changing a number, you can create whole new worlds.
Vistalite is also a tool. Besides simulating real and imaginary landscapes,
it allows extraction of a certain amount of data from the DEM files. You
can use the program output as an educational tool, as well as a research
tool for the study of topography. In addition, by simply clicking on
several buttons, you can create rivers and lakes in a landscape where none
existed previously.
How Vistalite Works
-------------------
Vistalite uses a combination of artificial intelligence, chaotic math and a
user definable set of values to simulate landscapes in their natural state.
At present, the USGS has converted about 40% of the United States and its
territories to DEM files which can potentially be used with Vistalite.
Vistalite is a sing1e frame generator, meaning that it acts like a camera
every time you point the camera and click, it renders a new view of the
landscape. You can view landscapes from a practically infinite combination
of heights, angles and distances. Using the combination of user
controllable values and Vistalite's built in routines, you can make
landscapes as realistic or as surreal as you desire. It is easy to alter
tree and snow lines, haze, exposure, rivers, lakes and light sources to
customize the appearance of the landscape.
Vistalite uses data derived from United States Geologic Survey Digital
Elevation Mapping files to generating images. These files contain coordi
nate and elevation data at 30 meter (roughly 100ft.) increments. Each Tiny
Vistalite DEM file contains about 16,000 elevation data points and gener
ates 32,000 polygons. Vistalite doesn't know anything about what covers the
terrain. It doesn't know where the trees or roads are. It does its best to
color each polygon (based upon a few numbers that you input) in a realistic
way. However, it can't draw each rock and tree. Adding texture and trees
can result in images containing as many as a hundred times as many polygons
as the landscape by itself.
Some Uses for Vistalite
-----------------------
Vistalite is not only of interest to scientists and engineers. Artists,
writers, teachers, game designers, travelers and anyone just looking for
hours of entertainment will appreciate Vistalite. Artists can design
reallstic scenery as backgrounds for their artwork. Writers can create
worlds and see them through their characters' eyes. Geography, geology and
meteorology teachers can use Vistalite to breathe life into their subjects.
Game designers can make realistic or surrealistic scenery for backgrounds in
their games. Travelers, hikers and backpackers can preview their journeys.
Vistalite can be pure entertainment. Explore fascinating terrains that you
might never have a chance to see or visit distant planets that man has not
yet trod. Build new worlds that exist nowhere except in the imagination and
then visit them as if they were really there. On the other hand, there are
many scientific and business applications for Vistalite. Environmentalists,
surveyors, geologists, architects and engineers will all find Vistalite a
useful adjunct to their work.
Notes on Vistalite
------------------
Vistalite on Accelerated Amigas
We strongly advise using an accelerated machine with Vistalite. On an
unaccelerated machine, renderings can take from several hours to several
days, depending upon the complexity of the rendering. On an accelerated
machine (68040/25 MHz), renderings can take anywhere from ten minutes for a
relatively simple 700,000 polygon image to three hours for a complex ten
million polygon image.
Vistalite Landscapes
All Vistalite landscape (DEM) files on the disk have the file protection
mode set to read only. This assures that you will not accidently delete a
landscape. The Protect function on your Workbench allows you to reset the
protection if you wish. Set normal protection by typing Protect <filename>
rwed where <filename> is the name of the file you want to change. Do not
type the < or > characters.
Vistalite Stack Requirements
Vistalite internally sets its stack to 50000, so you do not need to be
concerned with setting the stack size for Vistalite.
Loading Vistalite from the CLI or a Shell
You can start Vistalite from any CLI or Shell by typing Vistalite from the
directory where Vistalite is located. You can force Vistalite to load a
particular landscape by including its device:path/name on the command line.
Some possible examples:
Vistalite ElCap.dem
Vistalite df0:CraterLake.dem
Vistalite dh0:Vistalite/DEM/Mons.dem
You could also, of course, simply type Vistalite and load a landscape via
the Load menu.
Limits of Vistalite's World
Hypercube Engineering created a fast mixed integer and floating point three
dimensional engine for use in Vistalite. Vistalite displays landscapes
properly when the Camera and Target positions are kept within - 200000000
and + 2000000000 on all three axes. Placing the camera or target outside
this range or underground may result in distorted images or no images at
all.
Speeding Up Vistalite
There are two ways to speed up Vistalite, strategy and brute strength.
After you have used the program for a while, you will learn to "read" the
lower resolution settings in vistalite to see if you are obtaining the
picture you want. When the scene is properly positioned and lighted and
when you have set the tree line, snow line and water levels where you want
them, then, and only then, render the picture at the time consuming full
resolution mode.
Texturizing the landscape can take a significant amount of time, as can the
Tree function. We suggest test rendering with these functions turned off to
"prove" the scene and then, when you are satisfied with the layout, add
Texturization and Trees.
The alternative method for speeding up Vistalite's rendering process is to
add power to your machine. Vistalite has been programmed to use every
available computing resource as efficiently as possible. The time consuming
rendering process is a function of the enormous amount of comptation that
Vistalite must do, not any lack of optimization of the program itself
Vistalite automatically looks for and uses whatever processing resources you
supply. When you add an accelerator board or upgrade to a faster machine,
Vistalite takes advantage of the additional processing power without any
adjustment or request on your part.
Realistic ray traced CAD objects, detailed three dimensional animations and
realistic landscapes are all a part of the emerging software categories
called virtual reality, artificial reality and simulation. These categories
all require immense computational capacity but, as the cost of computing
power continues to plummet, these types of programs will become the
standard. As a Vistalite user, you are pioneering virtual reality
exploration and it is admittedly a bit tedious on an unaccelerated machine.
But, looked at another way, it is amazing that this type of rendering can be
done at all let alone on a personal computer. Until the advent of Vistapro
and Vistalite landscape renderings of such realism were only available to
users of workstations and supercomputers.
Making the Most of Vistalite
Making a stunning landscape in Vistalite requires the combined eye of a
photographer and the artistic sense of a painter, but here are a few tips
which can help improve your first attempts.
Lighting
Experiment with the lighting. If the light is coming from behind the
camera, scenes may appear rather flat. There won't be a strong feeling of
three dimensionality. You can create dramatic shadowing effects by choosing
the proper lighting direction and angle. With the power of Vistalite, you
can choose to light the scene in ways which could never occur in the real
world or, if you are a purist, you can select the correct solar position for
the particular season, geographic location and time of day that you are
portraying. Virtual Reality Laboratories' Distant Suns planetarium program
(and most other astronomy prograrms) can easily calculate the sun's position
in order to correctly set the light, target and camera position to obtain
maximum realism in your rendering. If you leave the lighting to chance, you
may find that shadows cover your scene and it does not look as good as it
could. Setting the light source (the sun) at 45o to 90o to the left or
right of the camera gives the best results. For example, if the camera is
facing due north, placing the sun between southeast and east or between
southwest and west usually makes the best pictures. Placing the sun
directly behind the camera usually result in a lack of three dimensionality
and contrast, although there are times when this is the desired effect.
Back lit scenes (e.g., camera facing north, sun shining from the north) can
also yield interesting images.
Snow and Tree Line Setting Considerations
If you know the normal range of snow line for the season that you are
viewing and at what altitude the tree line begins, you can use Vistalite to
produce very realistic images. Tree line varies with latitude until, in
arctic regions, it reaches sea level. Snow levels vary with the weather and
altitude.
A little research at the local library or even listening to the weather on
the evening news can allow you to increase the realism in Vistalite
landscape rendering. Of course you dont have to follow the real world as an
example. You are free to set the tree and snow lin es wherever you wish.
You may want to see a landscape as it might have looked during the last ice
age or as it might look after severe global warming from the greenhouse
effect!
Changing colors
Use the Color Control Panel (accessed by clicking on the CMap button in the
Control Panel) to change the colors, contrast and exposure with which the
landscape is rendered. Most landscapes shipped from Virtual Reality
Laboratories have shades of green for lower elevations, brown for middle
elevations and white for upper elevations. Try changing the Tree colors to
pinks and whites. This makes them look like flowering fruit trees in the
spring. Change them to reds, browns and yellows for an autumn scene.
Foreground "fat polys" or "jaggies"
Since the accuracy of the data limit the detail that Vistalite can display,
some of the foreground features will contain '"fat polys" or "jaggies."
Vistalite builds all images with polygons millions of polygons per scene.
The polygons are all about the same size but those near the Camera appear
very large on the screen, just as an object very near you looks large, while
when it is far away, it looks very small.
There are several ways to reduce this erect. One of the simplest is to
raise the camera a few hundred meters above the ground. If you use the
mouse to position the camera, it is automatically set thirty meters above
the landscape. Since the nearest polygon (the one right under the camera)
is only thirty meters away it will look very large (if it is within the
field of view). If you raise the camera 300 meters, it will look about ten
times smaller.
A second method is to use the Textur function. This actually consists of
two functions, shading and altitude texturing. Shading texture breaks
nearby polygons into several smaller pieces and renders each with a slightly
different shade giving them a marbleized appearance. Altitude texture
fractalizes the polygons into groups of smaller polygons and adds fractal
texture as well as shading. Altitude texture can result in extremely
realistic ground texture, especially for cliffs and desert sand.
Another way to hide foreground polys is to use the Tree function. Trees are
made of many small polygons and can obscure the large polygons of the ground
underneath them.
A third method to hide "fat polys" is to use Gouraud shading. This blends
the edges of the polygons with each other, eliminating the sharp color
change from one polygon to the next, and provides a beautiful artistic
interpretation of the scene. This shades even very large foreground
polygons into oblivion. Shading Textur and Gouraud shading can be combined
to generate even more interesting details. The use of Gouraud shading with
Altitude Textur is not recommended as Gouraud shading will tend to smooth
out the texture added by the altitude texturing.
Sometimes there is a small bump immediately in front of the camera that
blocks a large Part of the scene. Moving the camera a few meters higher may
be enough to move the bump out of the field of view, or you might move the
camera far enough forward to get the bump behind it.
A note about aesthetics
Remember, there is no more a "right" way to use Vistalite than there is a
"right" way to use a camera. A child using a camera or Vistalite may derive
a lot of knowledge and entertainment from a result which would not please a
more professional artist. Like the natural world it imitates, Vistalite
gives the artist an unlimited number of choices for portrayal. What looks
great to one person may not appear to the next.
Fractals imitate the way nature looks, but they are not the same. They have
no knowledge of geology, plate tectonics or erosion. So, whatever pictures
you produce with Vistalite will be interpretive be cause Vistalite is
producing an artificial reality to begin with. The philosophical and
aesthetic ramifica tions of virtual reality construction are immense.
Vistalite is an early forerunner of a medium of art and expression as
powerful and unique as photography for creative work.
For many years after their introduction, photographs sparked lively debate
about whether or not they were "art." Computer art and virtual reality
simulation seem destined to foment a similar debate.
Exploration with Vistalite
As a virtual reality simulator, Vistalite allows you to explore landscapes
that you will probably never be able to explore first hand. We hope that
most of you will have the opportunity to visit a few of the national parks
but it is highly unlikely that any of us, except those who are now children,
will have the chance to tour the caldera of Mons Olympus on Mars. As we are
able to convert more of the data already available from planetary probes and
undersea explorers, Vistalite will allow you to explore forbidding and alien
landscapes decades, or even centuries, before the first human explorer is
able to take tourist snapshots. By giving its users the ability to wander
about distant landscapes, rendering true perspective pictures of their
choice, Vistalite and later progeny will free humanity from its current
boundaries long before such explorations are commercially feasible.
Your own data
Vistalite can be used to visualize any kind of surface which can be
represented as a two dimensional array of integers (of 130 x 130 or 258 x
258). Scanning tunneling electron microscope data is an example of such
data - think of it as a tiny, tiny landscape!
VISTALITE TUTORIALS
-------------------
To use the following tutorials, Vistalite must be installed on your hard
drive. If you have not already done so, please refer to the installation
instructions on page 1-1.
These tutorials have been written with the idea that you will start at the
beginning and work your way to the end. Descriptions and instructions are
more detailed at the beginning and become less involved as the tutorials
progress. The idea is that, through using Vistalite, you will become
increasingly familiar with the program. If you skip sections and find
something to be unclear, you will likely find clarification in an earlier
section.
Tutorial 1: The Basics
Running Vistalite
In order to run Vistalite, start at the WorkBench. Open the Vistalite
drawer and start Vistalite by double clicking on the Vistalite icon.
Vistalite is ready to use when you see a screen with a gray Control Panel on
the right and an empty green topographical map on the left.
A Quick Introduction
When Vistalite is first loaded, it has a flat landscape in its topographical
map. Although this landscape is not very interesting, lets take a quick
look at it. Locate the Render button at the lower left corner of the
Control Panel. Move the mouse pointer to the Render button. Press and
release the left mouse button to activate the Render button.
A sequence of status messages is displayed in the blue Status Window
immediately above the topographic map. For the exact meanings of these
messages, see the chapter about The Vistalite Status Window. For now,
simply note that Vistalite needs to make some calculations before drawing
the landscape. After a few seconds, the screen switches to Vistalite's View
screen. At first there is a black screen, then Vistalite draws the image
that it has rendered of the landscape in venetian blind style. Look closely
and you will see a small pyramid in the distance. At Vistalite's current
settings (assuming that you haven't changed anything), the pyramid will be
barely discernible.
It's not much to look at, but you have just rendered your first Vistalite
image. To switch back to the control panels and topographic map, click on
the left mouse button. Now let's go on to something more interesting
Loading a DEM Landscape
To load a landscape, position the mouse pointer over the Load menu at the
top of the screen. Press and hold down the right mouse button. The Load
menu drops down to reveal several options. Move the mouse pointer (while
still holding the right button down) to the first option, Load Vistalite
DEM, and release the mouse button. A file requestor is displayed. The file
requestor is used whenever a file is to be loaded or saved.
The Load Vista DEM: button is the file requestor's confirm button. Clicking
on the Load Vista DEM: button with the left mouse button or double clicking
on a file name tells Vistalite to go ahead and load the selected file.
The Abort button is used to exit the file requestor without taking any
action. Clicking on it with the left mouse button tells Vistalite not to
load any file (or save one if the file requestor was opened by a Save menu
option).
The terms text gadget and numerical gadget are used throughout this
tutorial. A text gadget is a field that accepts text entered from your
keyboard and a numerical gadget accepts numbers entered from your keyboard.
To begin entering information into a text or numerical gadget, click on the
gadget with the left mouse button. To abort entry, click on the Abort
button
At the center of the file requestor is the filename window. It displays a
list of files and directories (the names with Dir in the right column),
Vistalite and Vistalite info files. Click on the dem directory. If there
are more files than will fit in the window, use the Up and Down gadgets to
the right of the filename window to scroll up and down the list.
You should be looking at a list of files whose names end with .DEM. Find
the file Tutorial.DEM and double click on it with the left mouse button.
You could have typed the file name directly into the Filename text gadget,
but for small file lists it is faster to double click on the file name with
the mouse.
The screen switches back to the Topographic Map and Control Panel and
Vistalite loads the landscape. This may take several seconds.
When Vistalite has loaded the landscape, a topographic view of the landscape
is displayed in the rectangular Topographic Map area at the left of the
screen.
The Topographic Map is colored by elevation. Dark greens represent the
lowest elevations, browns represent the middle elevations and gray-whites
the highest. Move the mouse pointer over the landscape. Notice that the X,
Y and Z values in the Status Window located below the Topographic Map)
change as the mouse moves. The X and Y values represents the location of
the mouse pointer on the map and the Z value represents the elevation of the
terrain directly under the pointer.
Setting Camera and target
When you rendered the flat landscape at the beginning of this tutorial, you
used the default camera and target positions. Let's take a look at how to
move your viewpoint.
Look at the very top of the topographic map. There is a small black square
(box) in the center of the top of the map. This is your camera position on
the landscape. At the very bottom of the map, there is a small black cross
(+) This is your target position (the point at which the camera is aimed).
Look at the X, Y and Z gadgets located below the Camera button on the
Control Panel. The values in these gadgets represent the location of the
camera on the landscape.
To move the camera position, click on the Camera button. Move the mouse
pointer over the topographic map to a position where you might like to stand
if you were taking a photograph of the landscape. When you have found this
point, click once with the left mouse button to set the camera location.
Notice that the black square is now at the location that you selected
If you would like to be above the surface, as if on a tall ladder, click on
the numerical gadget located below the Camera button and to the right of the
Z button. Enter an altitude (the height of the camera on the ladder). This
raises you above the surface of the landscape but leaves you at the same
location.
Now you need to tell Vistalite which direction to point the camera when it
takes a picture. Do this by clicking on the Target button with the left
mouse button, positioning the mouse at the point at which you want to aim
the camera, then clicking the left mouse button again. You can change the
vertical position of the target in the same way you did for the camera
position.
Let's pick a point to look at. If you have been following this tutorial
from the beginning, the landscape Tutorial.DEM should be loaded and dis
played in the topographic map area.
This landscape has four distinct features. Two at the top and two at the
bottom. Most landscapes do not look like this. This landscape was made
especially for this tutorial using the program TerraForm,avallable sepa
rately from Virtual Reality Laboratories, lnc.
Click on the Camera button. Now click on the blue square in the centre of
the landscape. Your camera X, Y and Z positions are set.
Look at Z value under the Camera button. Notice that it is 30. When you
set a camera position with the mouse, Vistalite sets the Z value to thirty
meters above the landscape. In this case, the landscape under the camera is
at 0 meters above sea level. Let's lift the camera a bit higher Click on
the Z numerical gadget beneath the Camera button, enter the number 5 from
your keyboard and press return. The Z position of the camera is now 530.
To set the target, click on the Target button and then click on the oddly
shaped object at the top left corner of the topographic map.
Viewing Your Camera Position
Before rendering, it is often useful to preview the picture as a wireframe
before it is actually rendered. Click on the P button located between the
Target and Camera buttons. The topographic map will change into a wireframe
preview. If you click with the left mouse button anywhere within the
wireframe window, the target is moved to the point at which you clicked.
Also, the up-arrow and down-arrow keys on your keyboard control the camera's
zoom. Press up-arrow to zoom in, and down-arrow to zoom out. To exit the
wireframe preview, click the left mouse button anywhere outside of the
preview box.
Immediately below the label Poly on the Control Panel, you will find four
buttons labelled, 2, 4 and 8. These buttons are used to determine the size
of the polygons which Vistalite uses to draw the landscape. Only one of
these buttons can be selected at a time. If you simply wish to get a
general idea of the view from your camera position, click on the 8 button.
This causes Vistalite to use large polygons and fewer of them. The larger
the Poly setting, the less detail the resulting rendered image has. The
advantage of rendering an image with less detail is that it takes less time
to render.
Another way to decrease rendering time is to click on the LockP button.
This prevents Vistalite from calculating a new color palette, which can be
time consuming. Before rendering your final image, you will want to unlock
the color palette by clicking on the LockP button again, so that Vistalite
will calculate the best colors to use for the image.
Let's take a quick look at the landscape. Click on the 8 button. Click on
the LockP button just to speed things up. Now click on the Render button
and wait while Vistalite renders the landscape.
As you can see, the landscape looks very blocky, but gives you an idea of
your camera positon. Return to the Topographic Map and Control Panel by
clicking the left mouse button. At this point, you can change your camera
and target positions as described above and rerender the landscape until you
have a camera position that you like. Once you are satisfied with the
camera position, select a smaller Poly setting and click on the Render
button
Try rendering the landscape using each of the Poly settings. You will
discover that a Poly setting of 1 can take a bit of time to render. This is
why its a good idea to use the larger and faster settings to fine tune your
camera position.
To abort a rendering in progress, simply click on the Abort button with the
left mouse button.
Adjusting the Camera Lens
Your imaginary camera also has an imaginary lens. To zoom it in or out, use
the buttons labelled Wide and Zoom. The Wide button is the default
selection and has a focal length similar to a wide angle lens on a real
camera
Click on the Zoom button. Click on the Render button. The object (mound)
that the camera is aimed at is now larger.
Click the left mouse button to return to the Control Panel. Near the Wide
and Zoom buttons, there is a numeric gadget labelled FclLn into which you
can type a specific focal length.
Making a Smoother Image
When rendering a landscape, even at Poly size 1 , there will often be small
triangles in the portions of the image close to the camera. This is because
the USGS data used to make the Vistalite DEM files is made up of elevation
points that are about thirty meters apart. When that distance is more than
one pixel wide, that part of the landscape is rendered as a triangular block
There are several ways to hide these blocks in rendered images.
Blend
Blending smooths the changes in color from polygon to polygon, causing the
small polygons to be less apparent, especially in the distance. To use
blending click on the Blend button before rendering an image. As with many
of Vistalite's buttons, the Blend button remains pushed in until you click
it again to disable it.
Dither
There are two methods of dithering available in Vistalite. The first blend
the elevation colors, reducing the sharpness of the snow and tree lines.
This is controlled by clicking on the numerical gadget labelled Dither and
entering a new value from your keyboard. Large values result in more
dithering, small values result in less.
The second dithering method is pixel dithering, which mixes slightly
different colored pixeis to simulate more colors than the screen can
actually display. Pixel dithering is controlled by clicking on the
numerical gadget labelled PixDth and entering a new value from your
keyboard. Large values result in more dithering, small values result in
less. It is possible to add so much dithering as to make the resulting
image entirely unrecognizable.
Gouraud Shading
Gouraud shading smooths the boundary between polygons, making it a lot less
apparent that they are even there. It also eliminates sharp transitions
from one color to another, giving images more of the quality of an artists
rendition. Enable Gouraud shading by pressing the GShade button before
rendering an image. The button remains pushed in until you click it again
to disable it.
Gouraud shading works well with Shade texturing (see below).
Experiment
Spend some time experimenting with the Vistalite functions we have
discussed. Try changing the camera and target locations and rendering at
different Poly settings and with different blending functions. After you
have a good feel for the operation of the program, go on to the next
tutorial
Tutorial 2: Making Better Images
Before starting this tutorial, you should have Vistalite running and the DEM
file Tutorial.DEM loaded. If you do not, refer to Tutorial 1.
Loading an IFF Image
Before we explore Vistalite's features further, let's take a look at a saved
IFF image of the Tutorial.DEM landscape.
Select Load IFF from the Load menu (at the top of the screen). A file
requestor appears. If you are unfamiliar with the file requestor, refer to
the Loading a DEM Landscape section of Tutorial 1.
Find the file Tutorial.IFF. Double click with the left mouse button on this
filename. Vistalite loads and displays the IFF image. The image that you
are now looking at was created using the Halfdome.DEM landscape and several
of Vistalite's options.
Let's examine some of the functions which were used to create this image.
To return to the Topographic Map and Control Panel, click the left mouse
button.
Image Quality
A quick way to increase rendering quality (and time), is to select one of
the built in Image Quality settings from the IQ menu.
The tutorial image was rendered using the IQ setting Ultra (once the camera
and target positions, pixel dithering, haze density, and lighting had been
set by the user).
Adding Texture
Artificial detail can be added to a landscape using the Textur buttons,
located beneath the Textur label. There are four buttons, only one of which
can be active at a time. The buttons are labelled 0, L, M and H (Off, Low,
Medium and High). When you click on L, M or H, Vistalite asks which of two
texturing methods, Shading or Altitude, you wish to use. Shadingtexture
breaks the polygons in the image into smaller polygons and shades each of
them separately, resulting in smoother transitions of shade and color and
reducing the visibility of larger polygons. This works well with Gouraud
shading to eliminate the computer generated look and give a more artistic
appearance to rendered images. Altitude texture fractalizes each polygon
into smaller polygons to add texture. This results in more realistic
images.
If you have already selected either Shading or Altitude texture and you wish
to change to the other texturing method, you must turn the Textur function
off by clicking on the 0 button and then turn it back on by clicking on one
of the L, M or H buttons.
The higher the Textur setting, the more Vistalite breaks up the displayed
polygons into smaller pieces. Try rendering images using each of the Textur
settings. Note that Altitude texturing can add significant time to your
renderings (expect to wait a while).
Setting the Timber Line
Locate the TreeLn numerical gadget. The number in this gadget represents
the timber line, the elevation above which there are no trees. As in
nature, the timber line is a fuzzy value. The Dither function controls how
fuzzy this value is (for more info on the Dither function, see the Control
panel chapter). Some trees will appear above the timber line and some bare
areas will appear below it
A timber line elevation can be entered into the TreeLn numerical gadget, or
you can use the TreeLn button to set the timber line by clicking on the
TreeLn button and then clicking on the topographic map at a point which has
the desired elevation.
If none of the tree type (0ak, Pine, Palm or Cactus) buttons are selected
Vistalite does not actually draw trees. Instead, it uses the Grass colors
to color the ground. See the Control Panel chapter for more information
about trees.
Try rendering the current landscape with different values for the timber
line.
Drawing Trees
Trees are time consuming to draw and can take from two to twenty times as
long to render as the same scene without any trees.
To render trees and specify the type of trees to be drawn, click on any of
the tree type buttons (0ak, Pine, Cactus and Palm).
Setting Tree Density
Click on the numeric gadget labelled TreeSz, and enter 50 from your
keyboard. This sets the height of the trees to fifty meters. Now click on
the numeric gadget labelled TreeDn, and enter a number between 0 and 256.
Setting the Snow Level
The snow level is the lowest elevation at which Vistalite covers the
landscape with snow. As with the timber line, this is a fuzzy value.
The snow level can be entered directly into the numerical gadget beneath the
SnowLn button, or you can click on the SnowLn button and then click on the
topographic map at a point which has the desired elevation.
Adding a Lake
To add a lake to your landscape, first select a location for the lake. It
needs to be an area of the landscape which is surrounded by terrain of
higher elevation. Move the mouse around until you find the lowest point in
the surrounding terrain. Click on the Lake button and then click on the
landscape at an eLevation slightly lower than that of the lowest point of
the surrounding terrain. If you seLect a higher point, the lake would spill
over into other areas of the landscape.
Adding a River
The River button is used to create rivers that flow downhill from the
selected starting point, following the terrain. Rivers continue to flow
downhill until they reach another body of water or elevation 0, whichever
comes first. Placing a river on top of an existing river widens the
existing river.
To create a river, click on the River button and then click on the landscape
at the point at which you wish the river to start.
Changing the Haze Level
The haze level refers to the amount of haze that appears between the camera,
target and the horizon. With a haze level of 0, the horizon is crystal
clear, but you lose a little of the three dimensional depth of the image.
To set or change the haze level, click on the HazeDn (haze density) button.
Vistalite generates a haze density value based on the distance between the
camera and the target. You can also enter a value directly in the numerical
gadget immediately below the HazeDn button. A high haze density adds a very
nice perceptual depth to an image.
Setting the Light Direction
The buttons labelled N, E, S and W are used to set the most simple light
directions. They set the direction of the light source (the sun) to north,
east, south or west at 45° above the horizon.
If you want the light to come from one of these directions, click on the
button which represents the appropriate direction. You can also enter
values directly into the Azimth (direction) and Declin (altitude above the
horizon) numeric gadgets.
Shadows
The other button which controls lighting is labelled Shadow.
When the Shadow button is selected, Vistalite takes the light source
direction into account to create shadows on the landscape.
Changing Colors
Using the Color Map controls, you can alter the colors to make your
renderings more realistic. On the other hand, the Color Map also allows you
to tamper with nature. Imagine flaming red snow or pink lakes and rivers.
By altering the color map, you can drastically change the look of a
landscape.
Before changing colors, make sure that the LockP button is not selected.
The palette that is locked by the LockP button is not the Color Map. If the
button appears to be depressed, click on it to raise it.
To change the colors. click on the CMap button in the Control Panel. this
activates and displays the Color Control Panel. It has two columns of
buttons on its right side labelled with the names of landscape features. To
the left are R(ed), G(reen) and B(lue) slider bars and H(ue), S(aturation)
and V(alue) slider bars. To change the color of a landscape feature, click
on the appropriately labelled button and use the slider bars to change its
color.
To accept the new colors and exit the Color Control Panel, click on the OK
button. If you don't wish to keep any of your changes, click on the Quit
button.
At this point, you might wish to read over the Color Control Panel section
of the Vistalite User Manual. After you have done so, experiment with
different colors.
Saving a Rendered Image
Now that you know how to create beautiful and bizarre images, the next step
is saving your masterpiece for viewing at a later date.
Using the techniques covered in earlier sections, render an image that you
would like to save. Select Save IFF from the Save menu. In the resulting
file requestor, click on the Filename text gadget and enter MYPIC.IFF from
your keyboard . Now click on the 0K button. Your picture will now be saved
and can be viewed using the Load IFF menu item or by using any Amiga paint
or viewer program.
VISTALITE MENUS
---------------
If you are not familiar with how to use menus on the Amiga, click on the
right mouse button when Vistalite is displaying it control screen. Con
tinue to hold down the right mouse button and move the crosshair to one of
the menu buttons. Continuing to hold down the right mouse button, drag it
down the menu. Notice that it illuminates various selections. Continue
holding down the button until you illuminate the menu item you wish to
choose. Release the mouse button to select that item.
There are seven menus in Vistalite: the Project menu, which controls
printing and supplies information about the program; the Load and Save
menus, which control loading and saving of files; the GrModes menu, which
Controls the display and monitor modes that are available with Vistalite;
the Script menu, which controls script creation and execution: the CMap
menu, which allows you to quickly change Vistalite's color map for different
seasons, terrain and rime of day; and the IQuality menu, which allows you to
choose predefined image quality settings.
Note: Many of the following menu items involve the use of a file requestor.
The Vistalite file requestor contains a space to enter the name of the
directory where you keep files of the given class (i.e. the DEM directory
for landscapes, or the Pic directory for IFF images), a window contain ing a
partial listing of the content of that drawer and buttons to the right of
the window for scrolling the contents of the window, a Space for the Name of
the file you are worklng with, and a list of common device names where you
are likely to find the drawer (i.e. DH0:, RAM:).
VISTALITE FILE REQUESTOR
Project Menu
Print
The Print menu item allows you to export Vistalite renderings directly to
your printer. It prints whatever is on Vistalite's View screen, so you can
use Load IFF to load an image into memory and then use Print to send it to
your printer.
About Vistalite
The About Vistalite menu item tells you about the program Vistalite, the
authors and the publisher
About Landscape
The About Landscape menu item tells you about the currently loaded
landscape, including the file name, the landscape name, and any available
comments about the landscape. This information comes from the header
contained at the beginning of Vistalite's Landscape files. If you generate
a fractal landscape and save it, the header will contain information about
the fractal setting used to generate the landscape, which you can use for
your own future reference.
About Image
The About Image menu item tells you about the image last rendered including
the number of polygons used and the time it took to render.
Quit
The Quit menu item closes down Vistalite and returns you to the WorkBench.
Load Menu
The Load menu allows you to load a Vistalite DEM landscape file or image
file. The Directory name in the file requestor is the name of the drawer in
which you keep your Landscapes or images.
Load Vistalite DEM
The Load Vistalite DEM menu item allows you to load a Vistalite DEM
landscape file into Vistalite. This can be a landscape that comes on the
Vistalite disk, a landscape that you have previously saved or a landscape
from a Vistalite expansion disk. Note that the Landscapes that come with
Vistalite and those that are on the Vistalite expansion disks are write
protected to avoid the possibility that they will accidentally be
overwritten by a Save Vistalite DEM command. To unprotect these images (you
probably will never need to do this), type Protect <landscape>.dem rwed at
the CLI or SHELL prompt, replacing <Landscape> with the name of the
Landscape you wish to unprotect.
Vistalite can also load normal Vistapro DEMs, averaging every four points on
the Vistapro map to make a single point for Vistalite's internal map.
LoadIFF
The Load IFF menu item loads standard Amiga IFF files.
Save Menu
The Save menu allows you to save a Vistalite DEM or rendered image file.
The Directory Name in the file requestor is the name of the drawer in which
you want to save your file and the Device is the disk where this drawer is
located. You might use something like Work;Vistalite/Pics.
Save Vistalite DEM
The Save Vistalite DEM menu item allows you to save a randomly generated
fractal landscape as a Vistalite DEM landscape file. The saved file will
not contain surface features such as lakes and rivers. If you open the DEM
file to work on it again at a later date, you must recreate any lakes or
rivers that you might have placed on the landscape before saving it. Save
Vistalite DEM does save the ColorMap currently being used with the
landscape.
Save IFF
The Save IFF menu item saves an image in standard Amiga IFF format using the
current settings of the GrModes menu. You can load these images into paint
programs such as DPaint IV or Brilliance. The picture saved is the one
currently on the View screen. This is usually the scene that has just been
rendered or redrawn.
GrModes Menu
320x200
The 320x200 menu item sets the current image size to 320x200, lo-res,
non-interlaced mode. On PAL machines, this menu item is 320x256
640x200
The 640x200 menu item sets the current image size to 640x200, hi-res,
non-interlaced mode. You will be warned if HAM, EHB Or 32-color is
selected, as these modes are not compatible with hi-res on most Amigas. ON
PAL machines, this menu item is 640x256.
320x400
The 320x400 menu item sets the current image size to 320x400, lo-res,
interlaced mode. On PAL machines, this menu item is 320x512.
640x400
The 640x400 menu item sets the current image size to 640x400, hi-res,
interlaced mode You will be warned if HAM or EHB is selected, as these modes
are not compatible with hi-res mode on most Amigas. On PAL machines, this
menu item is 640x512.
On machines with Multiscan screen mode enable, only 640x480 is available.
On machines with Euro 72 screen mode enabled, only 640x400 is available.
This is due to the AmigaDOS restriction on screen size in these modes.
16 color
The 16 color menu item sets the color palette to 16 colors. You will be
warned if you are in lo-res mode, since 16 color mode requires hi-res.
32 color
The 32 color menu item sets the color palette to 32 colors. You will be
warned if you are not in lo-res mode, since 32 color mode requires lo-res in
order to function.
EHB
The EHB menu item sets the color palette and screen to Extra Half Bright
(EHB) mode. EHB mode may not be available on some older Amigas. You will
be warned if you are not in lo-res mode, since EHB requires lo-res in order
to function. This mode will not function on some Amiga 1000's which do not
have EHB capability.
HAM
The HAM menu item sets the color palette and screen to Hold and Modify (HAM)
mode. You will be warned if you are not in lo-res mode, since HAM requires
lo-res in order to function. HAM mode displays up to 4096 colors in a
single image
HAM8
The HAM8 menu item sets the color palette and screen to HAM 8 mode. This
requires version 39 or newer of AmigaDOS and an AGA equipped Amiga. You
will be warned if the AGA chipset is not detected. HAM8 displays up to
256,000 colors on an AGA equipped Amiga.
256 Color
The 256 color menu item sets the color palette and screen to 256 color mode
This requires version 39 or newer of AmigaDOS and an AGA equipped Amiga.
You will be warned if the AGA chipset is not detected.
Show Render
The Show Render menu item allows you to watch Vistalite render images on the
View screen. The default color palette is used during rendering and the
image is updated to the final palette when rendering is complete. This
function slows down the rendering process by a factor of two.
Script Menu
Vistalite's scripting controls allow creation of multiple unattended views
of a landscape. The most common use for scripts is the creation of
animations. Scripts are lists of camera and target positions which are
landscape independent. You can use the same script for several different
landscapes or you can change the settings for the current landscape
re-executing the script. Script control allows changes to be made to the
landscape without having to rebuild the script every time. For instance, if
you want to change the light source direction, or if you want to see a
landscape from several views with and without water, all that you have to do
is make the appropriate changes and execute the proper script.
Generate
The Generate function allows you to make a quick linear path from the
current camera position to the current target position. This is most useful
for generating simple straight-line paths for animations. When you select
this Option, Vistalite asks for the name of the script file to generate. It
then asks for the number of frames that you want in the script. If the
camera is 1000 meters from the target and you select 100 frames, the camera
will move 10 meters closer to the target in each frame. The Bank, Heading
and Pitch remain constant (the camera continues to point at the target). If
you select the name of an existing file, Vistalite will ask if you want to
delete the file or abort the operation. We recommend putting script files
in a script subdirectory, usually Work:VISTALITE/SCRIPT. For more complex
scripts, you can use MakePath, a stand-alone script generation utility
available from Virtual Reality Laboratories.
Create
The Create menu item makes a new script. When Create is selected, Vistalite
displays a file requestor from which you select the device where you want to
save the script, the drawer you want to put the script in and the name of
the script. If you attempt to create an existing file, Vistalite overwrites
that file. After the script name is entered, Vistalite creates a blank
script file and opens it for use with the Add option.
Open
Open retrieves a previously created file for appending new frames. When
Open is selected, Vistalite displays a file requestor from which you select
the script to open.
Add
Add appends the current Camera and target positions to the script that is
currently open.
Preview
The Preview menu item allows you to see the path that your script will
follow on the topographic map. When Preview is selected, Vistalite displays
a file requestor from which you select the script to preview. After
selecting the script, you are given the choice of previewing in 2-D or 3-D
mode. In 2-D mode Vistalite draws a sequence of dots on the topographic map
to indicate each camera location (one dot for each frame). In 3-D mode
Vistalite renders a real time, 3-D wire frame preview in the topographic map
area.
Execute
Execute causes Vistalite to execute a selected script, creating a picture
for each frame in the script file. When Execute is selected, Vistalite
displays a file requestor from which you select the script to execute.
After the script is selected, Vistalite displays another file requestor for
you to specify a name for the animation file being created.
Anim Mode
VANIM
Vistalite does not directy support the Amiga's standard ANIM format, it uses
its own proprietary animation format, VANIM (Vistalite ANIM). Our format
has both advantages and disadvantages.
The advantages are:
VANIM animations limit you to available disk space, not memory size. If you
have an 800MB disk you can play an 800MB animation.
Each frame has its own color palette.
You can play animations backward, forward, single-stepped, jump- stepped,
etc.
The disadvantages are:
Animation files are about twice as large as regular Amiga ANIM files.
Playback of animations with large frame sizes can be as slow as two frames
per second.
CMap Menu
The CMap menu allows you to quickly change colors for season, terrain type
or sky without having to set all of the colors individually in the Color
Control Panel. Selectons are available for Spring, Summer, Winter, Fall,
Sunrise, Sunset, Daylight, Desert and Mars. The Sunrise and Sunset
selections affect only the skyhaze color and do not change any of the other
color settings. So, you can select Summer and then Sunset for a summer
sunset.
IQuality Menu
The IQuality menu offer a quick way to set functions on the control panels
to predefined settings, resulting in different levels of quality for
rendering images. The Low, Medium, High and Ultra menu items are mainly for
casual users so that they won't have to search through the manual for the
most frequently used settings at the various image quality levels.
Low
The Low menu item sets Vistalite up for fast but relatively crude
renderings. It is useful for test renderings to check camera and target
locations.
Medium
The Medium menu item sets Vistalite up for medium resolution renderings. It
is useful for slower machines or for "proof of concept" renderings.
High
The High menu item sets Vistalite up for high resolution renderings and
results in good quality images. It is not quite the best quality possible,
but it is faster than the absolute best settings.
Ultra
The Ultra menu item sets Vistalite up for the absolute highest resolution
renderings possible. It can take hours to render an image, even on a fast
machine, but the result is worth the time it takes.
CONTROL PANEL
-------------
CONTROL PANEL AND TOPO MAP
The Topographic Map on the left side of the main screen represents a
landscape area which has been loaded into Vistalite. The small "+" symbol
on the map is the target. The small "box" symbol is the camera.
Target
The Target represents the point at which you are aiming Vistalites
hypothetical camera. Its location is measured in meters from the lower left
corner of the topographic map and in meters above sea level. Select the
Target button, then place the mouse pointer anywhere over the landscape and
click the left mouse button to set a new target position in the X and Y
directions. The Z, or height, value is set to the elevation of the
landscape at that X, Y coordinate. That is, the Z value of the Target
represents the actual elevation of the landscape at that point. As an
alternative, you can place the target precisely by entering coordinates
directly into the X, Y and Z value windows. To change a value, select the
appropriate value window by clicking the left mouse button in the value
window. Use normal editing techniques to change the window values
(Backspace, Delete, etc.). See also Locking Functions.
Camera
The Camera represents the location of a hypothetical camera used to take a
scenic picture. Its location is measured in meters from the lower left
corner of the topographic map and in meters above sea level. The X
coordinate is from left to right on the topographic map. The Y coordinate
is from bottom to top of the topographic map, and the Z coordinate is in
meters above sea level. The lines radiating out from the camera position
are the field of view lines. They represent the approximate area of the
landscape that will be rendered with the current lens settings.
To set the camera position, select the Camera button, place the mouse
pointer anywhere over the topographic map and click the left mouse button to
set a new camera position in the X and Y directions. The Z, or height,
value changes with the elevation of the landscape. The Z value of the
camera is set to an elevation 30 meters above the landscape. Alternatively,
you can place the camera precisely by entering coordinates directly into the
X, Y and Z value windows. To change a value, select the appropriate value
window by clicking the left mouse button inside the value window. Use
normal editing techniques to change the window values (Backspace, Delete,
etc.). See also Locking Functions.
Locking Functions
Other tools that you can use with both the Camera and Target functions are
the X, Y and Z locks. Use the locks when you want to constrain the target
or camera from moving in one or more directions. For instance, if you want
to move the camera to a new location on the landscape without changing its
altitude, depress the Z lock and then click on a new camera location. You
will see that the X and Y coordinates of the Camera have changed but that
the Z value has remained unchanged. Of course there are two other ways of
achieving this same result: you could simply type the new X and Y locations
into the Camera X and Y string gadgets or you could click the mouse on the
new camera location (with the Z lock not set) and then type in the desired
altitude. Vistalite constrains both camera and target X, Y, and Z values as
long as the locks are depressed.
P
The P button shows you what the camera sees as a wire frame perspective.
This is useful for previewing the features your picture will contain. While
in the wire frame preview mode, you can rotate (point) the camera by
clicking where you want the camera to point in the preview area. For
instance, if the camera is pointing at the top of a mountain and you would
rather look at the base, place the mouse pointer at the base of the mountain
and click the left mouse button. Vistalite rotates the camera and renders
the new wire frame view.
WIRE FRAME PERSPECTIVE VIEW
You can also adjust the focal length of the camera lens by pressing the up
arrow key to zoom in a little or the down-arrow key to zoom out a little.
Each time you press the key, the camera zooms in or out a little more.
While in the wire frame preview mode you can not access the Control Panel or
the menus. To exit wire frame preview mode, click anywhere outside the wire
frame preview area and the topographic map will return.
dR
DR displays the distance in meters between camera and target. This distance
is the radius from the target. You can use this value to step closer to or
away from the target, just as you might do when taking a photograph.
When you type in a new distance value, Vistalite changes the cameras X, Y
and Z coordinates to match the desired distance as well as it can. The
Bank, Heading and Pitch values are not changed.
dX
DX displays the difference between camera and target X coordinates. You can
change this value by entering a new value in the dX numerical gadget.
Changing this value moves the camera to reflect the new distance. The
Heading and Pitch of the camera may also change to keep the camera pointed
at the target.
dY
DY displays the difference between camera and target Y coordinates. You can
change this value by entering a new value in the dY numerical gadget.
Changing this value moves the camera to reflect the new distance. The
Heading and Pitch of the camera may also change to keep the camera pointed
at the target.
dZ
DZ displays the difference between camera and target Z coordinates. You can
change this value by entering a new value in the dZ numerical gadget.
Changing this value moves the camera to reflect the new distance. The
Heading and Pitch of the camera may also change to keep the camera pointed
at the target.
The following descriptions use an airplane as a model.
Bank
Bank controls the rotational angle of the camera along its longitudinal
axis. Imagine an airplane floating in space. You can describe the
longitudinal axis as an invisible line drawn from the tail of the airplane
to its nose. A rotation that causes one wing to dip and the other to raise
is a rotation around the longitudinal axis. A positive rotation around this
axis causes rotation in a clockwise fashion. The left wing raises and the
right wing lowers. Note that when the plane (camera) banks in one
direction, the view that is rendered appears to have rotated in the opposite
direction.
Head
Head describes the rotational angle of the camera around its Z axis relative
to the landscape. Imagine an airplane floating in space. You can describe
its Z axis as a line drawn from the top of the airplane through its middle
to its bottom. A rotation around this axis causes the airplane to turn
right or left. Positive rotation causes the airplane (camera) to turn
right.
Pitch
Pitch is the rotational angle of the camera around its wing axis. Once
again imagine an airplane floating in space. A line drawn from the tip of
one wing to the tip of the other describes the wing axis. A rotation around
this axis causes the airplane's nose to move up or down, with positive
rotation causing the nose to go up.
CMap
Select the CMap button to display and activate the Color Control Panel. See
Color Control Panel for information about specifying colors.
LockP
The LockP button locks the color palette. Normally, Vistalite generates the
best color palette that it can for each image based on the terrain it is
rendering. This can cause some flickering in animations as the same areas
change color slightly from frame to frame. By locking the color palette,
you guarantee that the colors will be consistent between frames of an
animation When you select the LockP button, the palette is locked at the
current settings. You should generate a typical frame before locking the
palette to ensure that the palette contains a reasonable cross-section of
colors.
SeaLvl
By setting the sea level, you can sink the landscape into the sea to that
level. All points below this level become sea level (0 meters) and all
points above this level have that value subtracted. For example, if you
select 1,000 meters as sea level, all points below 1,000 meters become
0,2,000 meters becomes 1,000 meters, 3,000 meters becomes 2,000 meters, etc.
Vistaiite asks if you would like to erase rivers and lakes (if present) when
it generates a new sea level and if you would like to add waves on the
ocean. Vistalite will need to color and shade the landscape again.
Vistalite has a button which allows you to specify a new sea level. Click
on the SeaLvl button and then select the level by clicking on the
topographic map at the point that you want the new sea level to be. You can
also specify the sea level explicitly by typing the value into the string
gadget immediately below the SeaLvl button.
TreeLn
The TreeLn button is used to set the timber line, the altitude above which
there are no trees. The timber line is a "fuzzy" value. Just as in nature,
some trees will appear above the tree line and some bare areas will appear
below it. Vistalite's artificial intelligence (AI) rules compensate for
features of the landscape. Trees generally will not cover the face of a
cliff even though the entire cliff may be below the tree line. Trees may
grow upward in the bottom of a valley (more water is available at the bottom
of a valley) and a ridge will tend to be devoid of trees (ridges tend to dry
out from exposure to the wind.)
If none of the tree type buttons (Pine, Oak, Palm, Or Cactus) are selected
in the Control Panel, Vistalite does not actually draw the trees, it just
uses the grass colors, Grass 1 through Grass 4 on the Color Control Panel,
to color the ground.
Use the TreeLn button to select the tree level. Depress the TreeLn button
and then click on the topographic map at a location which has the desired
altitude. You can also specify a tree level numerically by typing a value
into the string gadget located below the TreeLn button.
SnowLn
The snow level is the lowest elevation in meters where Vistalite will cover
the landscape with snow. The artificial intelligence (AI) rules in
Vistalite use this value to calculate where to use the snow colors.
Vistalite compensates for cliffs, ridges, valleys, rivers and lakes in an
attempt to mimic natural snow cover. Snow colors don't have to be the
colors of real snow. You can use any colors you like. Just keep in mind
that the snow colors will be placed on the landscape following the AI rules
for snow. For instance, you can set the snow colors to shades of grey to
make mountain tops look like barren rock. The barren rocky areas will
appear to flow down into valleys just as snow would.
You can use the SnowLn button to select the snow level. Depress the SnowLn
button and then click on the topographic map at a location which has the
desired altitude. you may also specify the snow line numerically by typing
a value into the string gadget located below the SnowLn button.
HazeDn
In the real world, the farther away an object is, the more it is occluded by
the atmosphere. The haze function in Vistalite simulates this effect adding
to the three dimensional feel of the resulting image. You can specify how
thick the haze is by changing the HazeDn value. (You can also change the
color of the haze see Color Control Panel.) Enter the haze value by typing a
number in the string gadget below the HazeDn button. A value of 0
completely eliminates the haze effect; small values (less than 100) give
very little haze, medium values (100 - 1000) give medium haze and high
values (greater than 1000) create very thick fog.
You can also automatically calculate the haze value by pressing the HazeDn
button. Vistalite will generate a value based upon the distance between the
camera and the target. The closer the two are, the thicker (higher value)
the haze. We tried to arrange it so that setting the haze value this way
generates haze that first becomes significant at distances about the same as
that between the camera and target.
Lake
Lake generation adds lakes to a landscape. Select the Lake button. Then,
using the mouse, place the pointer on the landscape at the desired lake
level and click the left mouse button. For example, if you place the
pointer in a shallow valley at 2,100 meters, water will begin to fill the
valley until it reaches the 2,100 meter level, as it would in nature. If
there is any portion along the edge of the valley that is below the 2,100
meter level, water will spill out of the valley and begin to flood other
parts of the landscape. This may not be the desired effect and it should be
kept in mind when using the Lake function. If there is uncertainty about
the height of any portion of the landscape, you can move the mouse pointer
around any suspect areas and watch the Z value on the status line to find
the lowest point in the pass to determine the maximum safe altitude for
creating the lake.
To create a lake, press the Lake button and then click on a starting point
on the topographic map. Vistalite opens a requestor indicating the level to
which the lake will fill (the altitude of the point you clicked on). You
can change the level to a different value if you wish. You will see the
lake being created on the topographic map in black. Once the lake has been
completed the black lake is redrawn in blue.
River
Vistalite's River function creates rivers which flow downhill from the
selected starting point. If a river reaches a depression it slowly fills
the depression, creating a pond or lake, until it overflows. The river
continues to flow down hill until it reaches the ocean or the edge of the
topographic map. Although you can always fill a lake using the River
function, it is generally faster to fill lakes using the Lake function.
To create a river, press the River button and then click on a starting point
on the topographic map. You will see the river being created on the
topographic map in black. Once the river has been completed, the black
river is redrawn in blue.
If you start a river on an existing river or lake, the river will continue
until it reaches sea level or the edge of the topo map. A new river (one
started where there was not a river or lake to start with) will also stop at
any existing water. This allows you to create many tributaries to a river
without the main river getting very wide and deep. If you want the main
river to get very wide, start a new river on top of the old one as many
times as you like. It will grow wider with each iteration.
You will generally want to start rivers at the head of a valley, but it is
possible to start a river anywhere on the topographic map.
Clouds
The Cloud function generates a new cloud map, or cloud formation, and
enables cloud rendering. Clouds look best in 256 color, HAM and HAM8 modes.
Stars
Vistalite can generate stars in the night sky. To enable this feature,
select the Stars button from the Control Panel. You will be asked if you
would like double width stars and then if you would like double height
stars. This makes the stars brighter and more visible in HiRes modes. To
disable the stars function, select the Stars button again. When you enable
stars, Vistalite displays them in the sky whenever it renders a scene.
Vistalite automatically changes the sky color to black and changes the haze
and sky haze colors to dark shades. The star patterns are randomly
generated and bear no resemblance to the real night sky as viewed from
earth. Stars may not show up well in LoRes and HAM modes (because of
antialiasing), unless you use double width and/or double height stars.
Some recommended settings to use with stars enabled:
Item Red Grn Blu
Sky 00 00 00
Haze 10 10 10
SkyHaze 10 10 20
Haze value (250)
For a sundown effect:
Item Red Grn Blu
Sky 00 00 30
Haze 10 10 10
SkyHaze 60 00 00
Haze value (250)
Pine, Oak, Palm and Cactus
The Tree Type buttons cause Vistalite to render the selected type of trees,
randomly spaced in the flat (less than 30° slope) areas of the landsccape.
Only one tree type can be selected at a time.
TreDn
The number of trees drawn on the rendered landscape can be adjusted with the
TreDn value, ranging from 0 to 255. The higher the value, the more trees
are rendered and the longer it will take to render the image.
TreeSz
The TreeSz value determines the approximate height, in meters, of trees
rendered on the landscape. The trees will not all be of the same height, as
a random value is added to the TreeSz.
FclLn
The Fcl Ln value is similar to the focal length of a real camera. It
represents the width of the field of view or the amount of magnification.
The lower the Fcl Ln value, the wider the field of view. The higher the Fcl
Ln value, the narrower the field of view and the greater the magnification.
The lowest valid Fcl Ln value is 1. This is an extremely wide angle lens
with severe spherical distortion. Values below 8 are generally impractical
but sometimes interesting to try. You can set the Fcl Ln to as high as
30000, but such high numbers are only useful when the camera is very far
from the landscape (a million meters or so). You will probably use Fcl Ln
values from 16 to 100 in normal situations.
The field of view for the current Fcl Ln value is shown on the topographic
map as lines radiating out from the camera.
Wide
The Wide lens gives a 90° field of view. It allows you to see a wide area
with minimal spherical distortion. The wide lens has a Fcl Ln value
(similar to the focal length of a real camera) of 16.
Zoom
The Zoom lens has about half the field of view of the wide lens (about 45o)
or you may think of it as having twice the magnification. It allows you to
zoom in on the target. Very little distortion is noticeable. The Zoom lens
has a Fcl Ln value of 32.
Poly
At its finest resolution, Vistalite produces 16,900 polygons for each land
scape it renders. The Polygon Size function controls the relative
coarseness of landscape images rendered by Vistalite. A size of 8 generates
1/64th as many polygons (1/8th on each axis) as a size of land they are 64
(8 x 8) times as large. That is, a rendered landscape can consist of 16,900
size 1 polygons, 4,096 size 2 polygons, 1,024 size 4 polygon, or 256 size 8
polygons. You can use the larger polygon sizes to generate quick previews
of landscapes. Then, when you are satisfied with your camera and target
placement, use smaller polygons. The smaller the polygons, the longer it
takes to render the image. The larger the polygon size selected, the less
detail that will show up in the image, because Vistalite is displaying only
a fraction of the full data. The lower resolutions (higher poly number, ie
4 or 8) are useful for quick test renderings to check the landscape for
color, light placement and exposure settings.
Dither
Vistalite generally colors landscapes by altitude. The lowest altitudes are
colored with Grass 1 through Grass 4 colors, middle altitudes are colored
with Bare 1 through Bare 4 colors, the highest altitudes are colored with
Snow 1 through Snow 4 colors. Each of the 16,900 triangles that make up the
landscape is assigned a color based on its altitude and several other
factors.
The Dither value determines the "fuzziness" of the division between color
bands. A setting of 0 makes the tree and snow lines very sharp boundaries.
The default setting of 128 gives a moderate amount of dithering of the
colors. A large value, like 1000, makes the colors so dithered that there
is no visible relationship between altitude and color. To set this value,
click the mouse pointer on the Dither string gadget on the Control Panel.
Change the number from the keyboard. Useful values range from 0 to 1000.
Textur
O L M H
Vistalite can add additional texture to polygons near the camera by breaking
them into smaller pieces and coloring each piece a slightly different shade.
This adds artificial detail to nearby areas. There are four different
levels of texturing: Off, Low, Medium and High. They are selected by the O,
L, M and H buttons below the Textur label. Pressing one of these buttons
brings up a panel which gives you a choice of Shading or Altitude texturing.
The higher the detail level, the longer a picture takes to render but the
more detailed it will appear.
Shading texture breaks nearby polygons into several smaller polygons and
shades each polygon separately, giving the landscape smoother transitions of
shade and color and making large polygons less visible. Shading texture
works well with Gouraud shading to eliminate a computer generated look in
landscapes and give more of an "artistic" appearance.
Altitude texture fractalizes the polygons into groups of smaller polygons to
add texture. These smaller polygons are then individually shaded and
colored. Altitude texture produces the most realistic looking landscapes.
Gouraud shading is not recommended to be used with Altitude texture as it
tends to smooth out the fractal effect.
PixDth
Dithering at the pixel level increases the apparent number of colors in the
display. Vistalite uses a dithering method which allows you to set the
amount of dithering used within the display. It can be set anywhere from no
dithering to so much dithering that you no longer recognize the picture.
Random
Random landscape generation allows creation of a vast number of completely
artificial landscapes. Vistalite support over four billion random fractal
landscapes. Each different number in the Fractal Landscape Number gadget
below the Random button represent a different landscape. You can use both
positive and negative numbers. A number such as -1,231,541 creates a
different landscape than its positive counterpart, +1,231,541. Select
Random on the Control Panel. A new number appears in the Fractal Landscape
Number gadget below the Random button and Vistalite proceeds to create a new
landscape. After a time, depending on the speed of the system running the
program, a new landscape appears. If this landscape is one which you may
want to use again, be sure to write down the number so that you can generate
it again, or save the landscape using the Save Vistalite DEM menu item. To
recreate a particuIar landscape, simply reenter its number in the Fractal
Landscape Number gadget and Vistalite will create the same landscape again.
This conserves disk storage space. You may enter any number into the
Fractal Landscape Number gadget and explore landscapes in this fashion.
Various methods include using special dates such as birthdays (without
hyphens or slashes, ie 52262 rather than 5-22-62), holidays and
anniversaries. Keep a list of numbers for those landscapes that prove to be
interesting so that you can share them with other owners of Vistalite. Like
the fingerprints of the four billion inhabitants of this planet, some
Vistalite scenes may look similar but, upon closer examination, each one is
individual and distinctive Fractal landscape generation is affected by the
fractal dimension (FrDim) and Fractal Divisor settings.
Fractal Landscape Number
This string gadget (located below the Random button) is used to enter the
number of the fractal landscape you wish to generate. It also displays the
random number generated when you press the Random button. Vistalite uses
this number to generate fractal landscapes. To enter your own value
position the mouse pointer over the gadget and press the left mouse button.
The pointer disappears. Type in your number from the keyboard and press
Return. Vistalite then generates that landscape. Note that the fractal
dimension and fractal divisor values are also used to generate the
landscape.
Island
There are two modes for generating fractal landscapes, Island and Floating .
In Island mode the altitude of the four edges of the fractal landscape are
the same. This allows you to create islands by setting the sea level higher
than this edge altitude. See the SeaLvl function for details on its
operation. In Floating mode, the four edges of the landscape are all owed
to float - that is, they are allowed to vary in altitude. Floating mode
landscapes look like they were clipped out of a larger area - similar to
real-world DEM landscapes.
If the Island button is depressed, fractal landscapes are generated in
Island mode, otherwise they are generated in Floating mode.
FrDim
The FrDim value controls the fractal dimenion (height and roughness) of the
fractal mountains. This value is used for subsequently generated fractal
landscapes. Typing in a new value does not affect the current landscape
unless you regenerate it. The default value is 100. Larger values generate
taller, rougher landscapes. Smaller values generate flatter, smoother land
scapes.
Frctlz
You can fractalize the current landscape to add fractal detail to it. If
the FrDim is set to a low value, the effect of this is to smooth the
landscape. If the FrDim is set to a high value, the landscape becomes
rougher. The Fractal Divisor buttons (1, 2, 4, and 8 immediately below the
Fractlz button) control the scale at which the fractalization occurs. At
lower values, fractal noise is added only at very small scales the landscape
will be basically the same shape, but rougher. At higher values the
landscape will start looking rougher at larger scales and may no longer
resemble the original landscape.
Fractal Divisor
The Fractal Divisor buttons are the four buttons located below the Fractlz
button. They are labeled 1, 2, 4, and 8. The values they represent are
used by the fractal generation routines. When Vistalite generates a fractal
landscape (after you press Random or enter a value into the Fractal
Landscape Number gadget), it uses the current divisor setting. The smaller
the fractal divisor, the larger the features of the landscape. At a setting
of 1, very large mountains are generated. At 8, many small mountains are
built. For the Fractlz function, the divisor value represents the frequency
at which the existing landscape data is sampled in order to generate a new
landscape. See the section on Fractlz for more details.
NSEW
Use the North, South, East, and West buttons (labeled N, S, E, and W) to
quickly set one of four "standard" lighting positions. These buttons are
positioned so that you can easily see from which direction the sun is
shining. When using one of these positions, the sun is 45o above the
horizon. Using these pre-programmed directions speeds up the shading phase
of rendering when shadows are enabled. After clicking on one of these
buttons, the Sun Vector (the line radiating from the center of the "bull's
eye") changes to indicate the new direction.
Custom
The Custom button allows you to have complete control over the direction and
angle of the light source. When Custom is selected, several concentric
circles are drawn in black over the topographic map. These circles are
reference points for you to use to visually estimate the declination (angle
above the horizon) of the sun. The circles are labeled with the
declinations that they represent: 75°, 60° 45°, 30° and 0° above the
horizon. A line (the Sun Vector) is drawn from the center of the "bull's
eye" toward the edge of the landscape. The direction of the line indicates
the azimuth (direction around the horizon) from which the sun is shining.
The length of the line indicates the declination of the light source. Think
of the Sun Vector as a stick stuck in the center of the landscape which is
pointing at the sun. Since the topographic map is being viewed from
directly overhead, the longer the stick appears, the closer the sun is to
the horizon. If the stick appears very short, it is pointing nearly
straight up. The Sun Vector to follows the mouse pointer as you move it
around the screen. When you have located the desired direction and angle, a
single click with the left mouse button locks it in place. Using a custom
light source may increase the amount of time required to complete the
shading phase of the rendering process when shadows are enabled.
CUSTOM LIGHT DIRECTION
Azimth
Use the Azimth gadget to set the direction of the sun (in degrees from
South). Zero degrees is due south, 90° is due west, 180° is due north and
270° is due east. Note that this differs from the heading, which is
measured from due North, as is common in navigation.
Declin
Use the Declin gadget to set the declination, the angle above the horizon,
from which the sun shines. Zero degrees of declination puts the sun right
on the horizon, while 90° puts the sun directly overhead. This is similar
to the way Pitch is measured for the camera.
In astronomy, this value is usually called altitude (measured in degrees
from the horizon) rather than declination. It was decided that the term
altitude might be confusing since it is also used to describe the altitude
of the camera (measured in meters). Be aware that the usage of the word
declination here is not technically correct.
Rough
The Rough gadget sets the apparent roughness of the landscape when it is
rendered. Vistalite accomplishes this by adding a scaled random number to
the shade of each polygon, so that some of the polygons are darker than
normal and some are lighter. By doing this, large flat areas appear to have
a little more detail than they otherwise might. To set this value, click
the mouse pointer on the Rough string gadget. Change the number from the
keyboard and press Return. Useful values range from 0 to 300, with higher
values giving rougher appearing landscapes. Very large roughness values
result in unnatural shading. This is used in conjunction with the Textur
function.
Shadow
Vistalite has the ability to render landscapes with shadows. True shadows
are very difficult and time consuming to render, so Vistalite uses a quick,
less precise method. Only the landscape itself casts shadows; trees do not
cast shadows. Shadows are not cast outside the area of the topographic
data. Shadows are enabled when the Shadow button is depressed. The shading
phase requires more time when shadows are enabled.
Blend
Blend helps reduce the coarse texture of distant parts of the landscape.
When you select the Blend button, Vistalite draws each polygon with a
weighted average color of that polygon and the three polygons that border
it. This reduces the aliasing of distant polygons. It also reduces the
color saturation of polygons, so its use is optional.
GShade
Gouraud shading produces smooth looking surfaces without obvious triangles.
It requires about 50% more time to render a landscape with Gouraud shading
than without it. Gouraud shading gives a brush like feeling to the
landscape, as if an artist painted it using oils, rather than the Amiga
playing with numbers. Besides altering out large polygons, it adds mood to
the landscape. The foreground may appear blurry with Gouraud shading.
Render
Clicking on the Render button starts the generation of a new picture using
the current settings in the Control Panel. Vistalite performs several
functions while rendering. It displays its progress at the bottom of the
screen in the Status Window. For most functions, there is a continuously
updated status count so that you can monitor Vistalite's progress. (See
Vista Status Window for more information.) You can abort the rendering
process by pressing the Abort button.
Redraw
The Redraw button redraws the image onto the View screen in the current
resolution/mode set by the GrModes menu. This only works for the image last
rendered and if the image size has not been changed.
Vistalite uses two different algorithms for drawing in HAM mode. If, the
polygon size is set to either 4 or 8, it employs a crude but fast algorithm.
When using HAM mode, more HAM artifacting is noticeable at these polygon
sizes. HAM artifacting is the colored spikes that can appear in a HAM image
at sharp contrast transition boundaries. If the polygon size is set to 1 or
2, Vistalite uses a more precise method which results in less HAM
artifacting.
View
When the rendering is complete, Vistalite automatically displays the image.
If you have returned to the Control Panel, you can redisplay the image with
the View button. If you have used the CMap function or any of the About...
menu items, View shows that screen. To redisplay a rendered image after
selecting one of the About... menu items, use the Redraw button. To
redisplay an image after using the CMap function, you must rerender it.
Abort
The Abort button stops the rendering process. The Abort button may not
appear to be pressed when you press the mouse button, but it will still be
active and will abort the current function.
COLOR CONTROL PANEL
-------------------
The Color Control Panel controls palette selection and a variety of other
functions. This panel is accessed by pressing the CMap button on the
Control Panel. Both the R(ed), G(reen) and B(lue) sliders and the H(ue),
S(aturation) and V(alue) sliders on the left part of the Color Control Panel
allow you to select and mix colors. The center part of the panel is devoted
to those aspects of landscape coloration which are under your control. The
OK button loads your selections and returns you to the Control Panel. The
various features of the Color Control Panel are described below.
Colors
The Color Control Panel is used to change the colors used for Sky, Cliffs,
Snow, Bare Earth, Trees and Water. These are the colors of the polygons
that make up the landscape. Each of the colors are shaded and faded by
Vistalite as it renders the landscape.
For example, an apple may be a uniform shade of red, but the side that faces
the light is brighter than the side that faces away from the light. The
apple fades toward haze color as you move it farther into the haze. Even
though there are only a few different object colors in Vistalite, each of
the colors may produce hundreds of shades.
Vistalite maps Grass, Bare and Snow colors to the landscape fundament ally
by elevation. Vistalite gives the lowest elevations Grass colors, middle
elevations Bare colors and high elevations Snow colors. The same is true
for each of the four colors within each segment. The lowest elevations are
ssigned the color Grass 1, slightly higher elevations Grass 2, and so forth.
The designation of colors as Grass, Bare and Snow is arbitrary.
You can, for instance, make them all different shades of red for a Martian
landscape, or any colors desired for an especially bizarre picture. The
boundary between the different zones is fuzzy. For instance, setting the
tree line at 1000 meters does not mean that everything below 1000 meters
will be Grass and everything above it will be set to Bare or Snow. The
local shape of the landscape and some random dithering affect all the
colors.
Vistalite uses Cliff colors for portions of the landscape where the terrain
is very steep. The color Cliff 1 is used for slightly steep regions, Cliff
2 for steeper portions and so on through the range of cliff colors. Beach
color is used for the boundary (if any) between the sea and the land.
Vistalite uses Water colors for rivers and lakes. Water colors 1 and 2 are
assigned to flat bodies of water. Water colors 3 and 4 indicate rapids on
rivers. Waterfalls are Water 5. Horizon color is the color of the region
surrounding the Elevation Model Data. This color need not be the color of
the sea or of water at all. Depending upon the effect desired, it might be
green to match the lowest landscape colors.
Sky color is simply the color of the sky. You can obtain an interesting
effect by making Sky and Horizon colors black and by setting the Haze value
to 0. This creates landscapes that appear to be floating in space Sky Haze
is the color that the sky fades to in the distance. Haze is the color that
land and water fade to in the distance. Keep in mind that the thickness of
the haze (or magnitude of the haze effect) is set by the HazeDn setting on
the Control Panel. You can produce another interesting effect by setting
Haze and Sky Haze to black and the HazeDn value to a high number like 300.
This makes the landscape look like a night scenelit by a light behind the
camera.
Exposure and contrast are set with the Exposure and Contrast controls.
Higher Exposure settings lead to brighter pictures. Higher Contrast
settings lead to more contrast in the images. Only the R(ed) slider is used
to control Exposure and Contrast settings.
OK
The OK button returns you to the main Control Panel using the changes you
have made in the Color Control Panel.
Spread
The Spread function provides for a smooth series of color changes from one
color to another. To use the Spread function click on the upper color,
click on Spread and then click on the lower color. As an example, suppose
you want the lowest elevation of brush to be a dark green and the highest to
be a light green. You would set the Grass 1 color to a light green, the
Grass 4 color to a dark green and use Spread to fill in the colors for Grass
2 and Grass 3.
Quit
The Quit button returns you to the Control Panel, resetting the colors back
to what they were before you opened the Color Control Panel.
Copy
The Copy button copies a color from one palette segment to another. Click
on the color you want to copy, then click on Copy and, finally, click on the
color you want to change. The second color is changed to be the same as the
first.
Swap
The Swap button swaps two colors. Click on one of the colors you want to
swap, then click on the Swap button and, finally, click on the color with
which you want to swap. The colors swap places.
Sound
Fractal music generated by Vistalite is a musical rendering of the values of
the polygons that Vistalite uses to generate the final image before display.
It is the sound of fractal mathematics in action
Colors
Sky
Sky is the primary color that Vistalite uses in generating the sky. Sky
Haze alters this color when appropriate.
Cliff 1 - 4
Cliff 1 - 4 are the primary colors that Vistalite uses in generating cliff
regions in a landscape. Cliff 4 is used for the steepest cliffs and Cliff 1
the least steep Vistalite uses shades of these colors when these areas are
in shadow.
Snow 1-4
Snow 1 - 4 are the primary colors that Vistalite uses in generating regions
of the landscape that are above the snow line. Snow 4 is the highest
elevation above the snow line and Snow 1 is the lowest. Vistalite uses
shades of these colors when these areas are in shadow.
Bare1-4
Bare 1 - 4 are the primary colors that Vistalite uses in generating regions
of the landscape that lie between the tree line and the snow line, and that
are not as steep as cliffs. Bare 4 is the highest such elevation and Bare 1
the lowest. Vistalite uses shades of these colors when these areas are in
shadow.
Tree 1-4
Tree 1 - 4 are the primary colors that Vistalite uses when drawing trees.
As with Snow, Tree 4 is used for trees at the highest elevation and Tree 1
for the lowest. Vistalite uses shades of these colors when these areas are
in shadow.
Beach
Beach is the primary color that Vistalite uses to separate the bottom of the
tree area from any sea that has been generated. Vistalite uses shades of
this color when these areas are in shadow.
Horizon
Horizon is the primary color of the area that is at sea level surrounding
the topographic data.
Water 1-5
Water 1 - 5 are the primary colors that Vistalite uses for rivers and lakes
Water 5 is used for the fastest water and Water 1 the most placid.
Vistalite uses shades of these colors when these areas are in shadow.
SkyHaze
Vistalite adds Sky Haze color to the sky near the surface, depending upon
the amount of haze selected. There is a smooth transition from Sky color to
Sky Haze color as the sky approaches the horizon in the distance.
Haze
Vistalite adds Haze color to land areas based upon the distance from the
camera and the amount of haze selected with the HazeDn value.
Grass 1-4
The colors Grass 1 - 4 are used to draw the ground underneath trees whether
or not trees are enabled. We find that brown or dark green shades look most
natural. As with trees, Grass 1 is used at the lower elevations and Grass 4
at the higher elevations.
Bark 1-4
Bark 1 - 4 are used to draw tree trunks and larger branches. They are
usually set to dark brown but you might also select whites (Birch trees) or
other colors.
Exposure
Exposure is similar to the F-stop and shutter speed on a camera lens. The
higher the exposure, the lighter the final image.
Contrast
Contrast regulates the contrast of the final image. High contrast makes the
darker areas very dark and the lighter areas very light. Low contrast
lessens the difference between the dark and light areas.
THE VISTALITE STATUS WINDOW
The Status Window is the area just below the topographic map. Vistalite
uses this area to give you messages about what it is doing while rendering
It also indicates the mouse position while in the Camera or Target buttons
are selected.
The following sections describe the messages that are displayed in the
status Window.
X, Y, Z:
The X , Y , and Z values displayed in the status window while you are moving
the mouse pointer over the landscape are the X, Y, and Z coordinates of the
landscape under the pointer. If you think of north as the top of the screen
the X coordinate represents the distance in meters east of the left edge of
the topographic map. The Y coordinate represents the distance in meters
north of the bottom edge of the topographic map. The Z coordinate
represents the elevation above sea level in meters of that point on the
topographic map .
Generate
Vistalite is generating a new fractal landscape.
Color
Vistalite is calculating the colors of the polygons which comprise the
landscape based on their altitude and the topography of the terrain
Vistalite does coloring whenever you modify the snow fine, tree line or sea
level, or if you render an image at a smaller polygon size than before
Cliffs
Vistalite is placing cliff colors on the steep areas. Recalculating cliffs
takes place whenever you change snow or tree lines, or if you render an
image at a smaller polygon size than before.
Shade
The Shade function is calculating the amount of light reflected by each
polygon. Vistalite recalculates shade when you draw a river or lake, select
a smaller polygon size or vary the light position.
Tree
During the Tree function, Vistalite calculates the location of trees and
grass for inclusion during the Render function.
Sky
During the Sky function, Vistalite is drawing the sky, including sky haze
effects. This may take several seconds and Vistalite does not display a
counter.
Horizon
During the Horizon function, Vistalite draws the ground, ocean or space that
surrounds the DEM portion of the view. Because of the haze effect, this
requires several seconds.
Render
Vistalite is drawing DEM polygons. The image cannot be seen as it is being
drawn, unless you select Show Render from the GrModes menu, because it is
drawn to a virtual screen. We designed Vistalite in this manner to increase
its rendering speed and the flexibility of its output. The virtual screen
format makes drawing polygons very fast, especially since the final display
may be in any of the Amiga's display modes. In the final step Vistalite
converts the image from the virtual screen to display on the real screen.
The image is transferred to the Amiga's screen in several bands from the top
to the bottom of the screen. Vistalite draws the virtual image with 15 bits
of color information (32,768 colors). Vistalite does its best to convert
the 32,768 possible colors in the Virtual screen to the limited number of
colors on the real screen.
In HAM mode Vistalite uses two different algorithms for drawing the real
screen. If the polygon size is set to either 4 or 8, Vistalite uses a crude
but fast algorithm. If the polygon size is set to 1 or 2, it uses a more
precise but slower method. Pixel dithering can be used in HAM 8 mode to
increase the number of colors possible to a full 256K.
Vistalite calculates steps like coloring and shading only to the level of
detail required for the current polygon size. Vistalite saves the results
of these calculations in memory, so that it will not have to recalculate
them later The program does not recalculate these tables when switching from
a small polygon size to a larger polygon size. It uses the data from the
small polygons to draw the larger polygons. Therefore, Vistalite does not
have to recalculate tables if you re-select the smaller size polygons. Once
Vistalite has made the calculations for small polygons, it will not color or
shade renderings with large polygons exactly right. However, this is
preferable to recalculation because it saves time. Large polygon sizes are
usually used for previewing, so it doesn't matter if the image generated is
not precise. You can force Vistalite to recalculate the color tables for
large polygons by changing the tree line or snow line. Even entering the
same value again forces recalculation. To force reshading, change or reset
any of the lighting values.
VIEWER
Viewer is a proprietary animation player written by Hypercube Engineering
and distributed by Virtual Reality Laboratories, Inc. It allows you to play
VANIM files at up to 13 frames per second from your hard disk. It has a
very simple straight forward interface and is quite easy to use.
To use Viewer, simply type Viewer. Select the animation you wish to view
from Viewer's Load menu.
You can control the speed with which Viewer plays your animation by pressing
the nunmber keys on your main keyboard. (Not the numeric keypad!!!) The
number 1 is slowest and the number 0 is fastest. The numbers between 1 and
0 represent increments of speed change.
You can use the numeric keypad to control the direction that your animation
plays, as well as single frame, skip ten frames, go to beginning and go to
end.
1 Go Back 1 Frame
2 Reverse
3 Go Forward 1 Frame
4 Go Back 10 Frames
5 Stop
6 Go Forward 10 Frames
7 Go To First Frame
8 Forward
9 Go To Last Frame
Exit from the Viewer program by pressing the ESC key.
When viewing a large anination, it helps to have a lot of disk buffers. Use
the AmigaDOS AddBuffers command to add disk buffers. We recommend about two
buffers for each frame of the animation. For example, a 500 frame VANIM
file (24 megabytes in HAM, no interlace or overscan), on drive DH0: should
have about 1,000 disk buffers. This can be accomplished by typing
AddBuffers DHO: 100O at the AmigaDOS Shell or CLI prompt. You only need to
do this once each time you re-boot your Amiga. A thousand buffers consumes
about half a megabyte of memory.
APPENDIX A
----------
What are Fractals and Fractal Geometry?
by Daniel Wolf Ph.D.
(Author and Publisher of Fractal Pro, President of MegageM.)
The concept of fractal geometry is the basis of Vistalite's capacity to
generate imaginary scenes. Many computer graphics enthusiasts, espec cially
in the Amiga community have become interested in fractal graphics Mandelbrot
and scenery programs. The popularity of fractal graphics using personal
computers traces back to the appearance of stunning images of the Mandelbrot
Set (a type of fractal object) on the cover of Scienfic American in August
of 1985. That widespread exposure of these strangly beautiful abstract
objects led many amateur and professional program mers to the original
source book on fractals: The Fractal Geometry of Nature by Benoit
Mandelbrot. While fractals and fractal geometry have become hot buzz words
in the computer graphics field, it is not exactly obvious what they are.
The following description is simplified, and interested students and readers
should read Mandelbrot's book on the subject.
We owe the word fractal to Mr. Mandelbrot, a mathematician and Fellow at
IBM's Watson research organization in New York. Fractal refers to objects
with fractional dimensions. That is, objects which don't really fit into
the ordinary world of things like lines (one dimensional), surfaces (two
dimensional) and solids (three dimensional). Fractals are objects which fit
in between these normal dimensional objects. Mandelbrot took an interest in
a long-neglected area of mathematics which originated at the turn of this
century. Some devotees of geometry at that time began to study lines which
didn't behave like ordinary lines
If you read Mandelbrot's book you'll become familiar with some of the
mathematical history of things like Peano curves, Hilbert curves, and Koch
snowflakes. What makes these objects so strange, and what led Mandelbrot to
look deeper, are two properties: these "lines" tend to fill up a two
dimensional surface (they act as if they are something between lines and
planes) and their appearance seems to be identical no matter how much they
are magnified. Magnified small portions of these fractal lines tend to look
like the whole unmagnified line. Odd indeed! Mathematicians at the turn of
the century tended to call such obbjects pathological and didnt have a good
way of integrating them into the rest of mathematics, especially geometry.
Geometry was mostly dominated by the study of well behaved smooth, lines,
planes and solids. Mandelbrot made a systematic study of these weird
fractional dimension geometric forms and helped bring them into the
mathematical fold. Mandelbrot also showed how these objects are models of
many things found in the natural world, like surface textures of mountans,
coastlines of islands and branching designs of plants, trees, blood vessels
and lung tubes (bronchi).
If you want a mental picture of how Vistalite exploits fractal geometry to
generate natural looking land surface textures, take the following mental
journey into the process of crumpling a sheet of paper:
1. Imagine a flat triangular sheet of paper.
2. Divide the sheet into a small number of sub-triangles.
3. Randomly select some of the intersection points and raise or lower them
(by a large amount) above the original plane of the flat sheet
4. Now divide the sub-triangles into smaller sub-triangles.
5. Randomly raise and lower some of the newly created corner points like
you did in step 3, but by a smaller amount than in step 3.
6. Keep repeating steps 4 and 5, making smaller and smaller sub-triangles,
and raising and lowering corner points randomly by smaller and smaller
amounts at each step.
7. Stop when you've reached a point where each smaller division into
sub-triangles can't make any more difference in appearance on a limited
resolution display like a computer monitor.
8. Now color all the little sub triangles by a method which makes the
highest corner points white (snow on the mountain tops), lower ones brown
and green (mountain sides with trees) and the lowest ones blue (a lake at
the bottom of the mountain valley) .
If we perform steps 4 and 5 using some regular (non random) technique, in
the end the highly crumpled surface would be a lot like the first fractals
explored by Mandelbrot; they would look similar at any degree of magni
fication at which they are viewed. The introduction of randomness to the
process makes them look similarly random at different degrees of magni
fication.
If you are interested in further exploring fractal geometry, here are some
great books:
The Fractal Geometry of Nature (by B. Mandelbrot), The Beauty of Fractals
(by H. Peitgen and P. Richter) and The Science of Fractal Images (by H.
Peitgen and D. Saupe).
APPENDIX B
----------
The Landscapes
Most of the landscape DEM files were obtained from the U.S. Geological
Survey (USGS) and are accurate to within 30 meters. Some of the files were
assembled to fit into Vistalite and therefore may not be perfect where they
are joined. The following is a partial listing of the DEMs included with
your Vistalite package.
ElCap.dem:
ElCap is a section of Yosemite Valley in Califomia out of which rises El
Capitan, a very large (about 1000 meters) granite cliff formation at
coordinate 2520,5 760 (X, Y) in the DEM data. This landscape was created by
joining together two USG5 DEM files and then clipping out the section of
interest. A small "scar" that runs North/South where the USGS data did not
quite line up can be seen. The joining scar is most apparent in the Valley
with the sun shining from the east or west at approximately 3400,4980. This
DEM file is as accurate as the original USGS data
HalfDome.dem:
The HalfDome section of Yosemite Vallev contains the famous granite
formation know as HalfDome at location 5100,7260. The method used by the
USGS to digitize the terrain led to some distortion at the top and edges of
Half Dome. The jaggy bump at the top of Half Dome is a USGS artifact. This
DEM file is as accurate as the original USGS data since it was simply
clipped out of a DEM file.
CraterLake.dem:
Crater Lake is the caldera of an ancient volcano in Oregon. The walls of
the caldera rise approximately 1250 meters from the bottom of the lake to
the top of the caldera. The DEM data includes the underwater elevations.
The lake fills the caldera to a level about half way up the walls. The
mound near the west edge of the caldera is Wizard lsland. It is separated
from the edge by the lake. The circular mound near the top of the caldera
is completely submerged. The lake can be filled with water using the Lake
function of Vistalite. Clicking the mouse button about halfway from Wizard
Island to the edge of the caldera gives approximately the right water level.
In Order to inciude the entire lake in the file, everything was adjusted
down by a factor of 0.6. Therefore, to convert elevations or distances into
actual meters, take the values given by Vistalite and divide them by 0.6.
MSHB.dem: and MSHA.dem:
Mt St. Helens is the volcano in Washington that blew its top on May 18,
1980. The explosive eruption was preceded by amounts of intense earth quake
activity. A 150 meter bulge started to grow in April at a rate of five
meters per day. A magnitude 5.1 earthquake set into motion the collapse of
the bulge and the following explosion. Winds from the blast were calculated
at 670 miles per hour. Almost everything within eight miles of the blast
was obliterated. Virtually all trees were flattened at distances up to
nineteen miles from the volcano. Significant amounts of volcanic ash fell
as far as one thousand miles away. The new crater is about three kilometers
wide and 700 meters deep. The "before" data was generated from stereo
photographs taken in 1979. The "after" data comes from photographs taken
late in 1980.
Julia.dem: and Mandelbrot.dem:
Julia and Mandelbrot landscapes are artificially generated by a mathematic
cal algorithm. You may have seen Julia sets and Mandelbrot sets displayed
as colors on a two dimensional screen. If you have a Mandelbrot generation
program that handles Julia sets, or a Julia generation program, the
locations are as follows: The Mandelbrot is 1.255525 real 0.381060
imaginary, with a diameter of approximately 0.007; the location of the Julia
set is 0.75 real -0.11 imaginary, relative to the Mandelbrot set.
Vantage.dem:
This is a portion of the Columbia River in the state of Washington that
forms the north portion of Wanapum Lake. It is located in Ginkgo State Park
near Vantage, Washington.
Arrowhead.dem:
This is the Lake Arrowhead region of the San Bernardino Mountains in
Southern California. The low lying region forms a lake in the shape of an
arrowhead, hence its name. The lake was formed by the addition of a man
made dam, which is not part of the DEM data, so it is impossible to fill the
lake without flooding the landscape below. This is clipped from a larger
data set that is also available from VRLI, calied "Lake Arrowhead and
Environs."
SanGorgonio.dem:
This is south of the Big Bear Lake region of the San Bernardino Mountains in
Southern Califomia. It contains Mt. San Gorgohio, a 3500 meter peak in an
area known as the San Gabriel Wilderness. It is clipped from a larger data
set, available from VRLI, called the "San Gorgonio Mountain and Environs."
BigSur.dem:
This is the Big Sur area along the coast of north central California, just
south of the Monterey Peninsula. It contains Pfeiffer Big Sur National
Park. It is one of the more beautiful camping areas in California and
contains one of the southernmost groves of redwoods. It is clipped from a
larger data set, available from VRLl, called "Big Sur and Environs."
MtBaldy.dem:
Contrary to popular belief there is no such mountain as Mt. Baldy in
southern California. That is the name of the village on the slopes of Mt.
San Antonio. This DEM is located in the San Gabriel mountains south of
Wrightwood. This has been clipped from a larger data set, available from
VRLI, called "Mt. Baldy and Environs."
MtAdams.dem:
This contains Mt. Adams, in the southern portion of Washington state. It
is part of the Mt. Adams Wilderness and is a good example of a volcano,
reaching from a height of over 3700 meters at its peak. It was clipped from
a larger data set, available from VRLI, called "Mt. Adams and Environs".
APPENDIX C
----------
Glossary of Terms
AI.
Artificial Intelligence. The ability of a program to incorporate expert
judgement enabling it to imitate intelligent decision making.
Aliasing Artifacts
Objects which appear in a landscape which are not derived from mapping data.
They may reside in the data or they may be foiled as a result of the program
Caldera
The crater at the top of a volcano.
Deluxe Paint
A paint program published by Electronic Arts.
DEM
A Digital Elevation Model or DEM is a model of a landscape reduced to three
dimensional digital coordinates.
Digi Paint
A paint program published by NewTek and used to display or modify IFF
picture files created by Vistalite.
Digital Elevation Model
A Digital Elevation model or DEM is a model of a landscape reduced to three
dimensional digital coordinates. It is commonly abbreviated as DEM
Dithering
Dithering is a program function which blurs the boundaries between polygons
in order to more closely simulate realism in landscape creation.
Pixel dithering is a tecimique used at the pixel level to create the
illusion of more colors than can actually be displayed. This is done by
intermixing or dithering pixels of different colors.
Fat Polys
Foreground polygons which are relatively larger than the polygons in distant
scenes are called Fat Polys. Fat Polys are a function of perspective and
the accuracy of the data being rendered.
Fractal
Fractiornal dimension. Most math deals with whole numbered dimen sions.
One dimension is a line. Two dimensions are a surface. Three dimensions
are a solid. Four dimensions are a space time solid and so on. Fractals
deal with non-whole numbered dimensions and fractal geometry is capable of
producing pictures which are remarkably similar to natural phenenomena,
particularly geological shapes
Fractal Pro
A professional level fractal program published by MegageM.
HAM
Hold and modify, or HAM, is an Amiga display mode used to all 4096 colors in
the Amiga color palette.
Haze
Haze is the atmospheric occlusion that increases with the distance between
the eye and the target.
IFF
IFF is the standard graphic file format used on the Amiga.
Jaggies
Partial polygons which produce jagged lines often at the ridge line of a
landscape and sometimes in the foreground. Jaggies distort the realism of a
scene
Olympus Mons
A volcano on Mars. Olympus Mons is an extremely vast feature. The base of
the volcano covers an area the size of Nebraska. Olympus Mons also has a
feature which is unique within the solar system. The base of the volcano is
well within the thin atmosphere of Mars. The peak of the volcano is
virtually above the Martian atmosphere, allowing launch to orbit by magnetic
acceleration. A tramway could be constructed from the base of Mons Olympus
to the top of Mons Olympus. Liquified carbon dioxide water, hydrogen and
oxygen (condensed from the atmosphere) could then be transported for
magnetic rail launch into orbit at the top. A return from space could be
accompiished with aero-braking. Therefore, Mons Olym pus could become the
basis for a Martian space transportation system which would not require
rockets.
Polygons
The basic geometric units with which Vistalite renders landscapes. A
polygon is a two dimensional shape having at least three linear sides.
Ray Tracing
A method of image generation in which a hypothetical ray of light is
projected, reflecting off the target and ultimately colliding with the
camera.
Topography
The science of drawing maps representing the surface features of a region
Topology
The study of shapes.
UsGs
United States Geological Survey. The, USGS has created three dimensional
maps of much of the United States, some undersea landscapes and some extra
terrestrial landscapes. Much of the work done by USGS is in the public
domain and can be adapted for use with Vistalite.