ۥ-/@ -UiS jjL:4D%Z^Welcome to VeriScope EMBED MSDraw \* mergeformat This chapter tells you more about the following topics: 1 File types 2 CAD structures 3 Colours 4 Lighting 5 Shading 6 Video modes 7 VeriScope viewer model 8 Stereoscopic effect 9 Startup problems 10 SuperVGA graphics cards 11 Alternative motion control 1 File types DXF files DXF stands for Drawing Exchange Format and is a format developed by Autodesk for exchange of drawing data. VeriScope reads 3D CAD files in DXF format generated by modeling programs. Before displaying them, it converts them to MOD format and writes this to disk in a file of the same name (for example, a file EXAMPLE.DXF results in the converted file EXAMPLE.MOD). DXF entities processed by VeriScope include: o lines with zero thickness o solids o traces o polylines with non-zero thickness and/or width o circles and arcs with non-zero thickness o 3D polyline meshes o polyfaces o 3D faces MOD files MOD is VeriScopes own file format for storing 3D geometric data together with light positions, and layer attributes. PCX files PCX is a format for bitmapped picture files on a PC. VeriScope can read and write PCX files, enabling it to communicate with other graphics software. VeriScope can use a PCX file as a background to a composite picture or a movie. On read-in, however, it resets the palette  which at worst can make the picture unusable. You can reset colours 0-15 manually using the COLOURS command. Palettes VS16.PAL and VS256.PAL are supplied so you can generate useable backgrounds in other graphics programs. 2 CAD structures Size limits VeriScope does not impose an upper limit on the size of a drawing it reads in but there are other limits, listed below: Number of layers no more than 39 layers are allowed. Number of blocks no more than 37 defined blocks are allowed. The total number of distinct points in all blocks not including insert points should be less than 5000. Inserted blocks within a block should not be more than 50 and may not be nested (ie blocks within blocks within blocks . . .) more than 40 deep. MINSERTS count as one insert. Block names Block names are truncated at 12 characters. Size of Polylines A polyline or polyline mesh may not contain more than 2040 distinct points. If the total number of points is greater than 5030, the model data is divided into segments and is exchanged between memory and disk as required, which degrades performance. Equivalent limits are 5030 faces and 10060 lines. In the real-time DYNOVIEW, WALKTHRU and 3D-WALK options, only a single segment is displayed. In 3D-WALK you can bring successive segments into memory for real-time interactive viewing by pressing ENTER. After the last segment, you will again retrieve the first. Structure summary To show summary information about the whole CAD model, select INFO from the LIGHTS menu. Identifying lines You can test lines within views to identify them and examine surface normals. Select TEST from the SET menu and click on a line in a view. Line information (including layer and colour) pops up, repeat the command with the right mouse button, you are invited to pick a second line. Click a line that appears to share a vertex with the first. New line information pops up  followed by surface normal information if it was indeed an adjacent edge of the same face. Only a line wholly contained within the view can be picked. TESTed lines are marked by a colour change. This information enables you to check surface continuity before recalculating surface normals to control shading. 3 Colours Geometric entities in CAD structures can have colour attributes, specified as colour numbers within a palette of colours used by the originating CAD package. Blocks and inserts are shown in blue; other entities are drawn in their proper colours. The number of colours available in DXF is 256. On reading a DXF file, VeriScope divides each colour number by 8, using the remainder (0-7) to specify a colour in an 8-colour palette of its own, several of which are supplied on disk. VeriScopes standard palette is in a file called ACAD and specifies the colours used by AutoCAD. For best quality shaded views, it uses a 256 colour palette containing 8 shades of these same colours. Thus an AutoCAD compatible file will automatically display in correct colour in VeriScope, provided only the first 8 colours are used. The inverse of ACAD colours (REVERSE) and other predefined palettes can be read from disk using COLOURS in the SET menu. (The result is unpredictable in anything other than VGA standard 16 colour mode.) You can edit the colours of layers in your model using the LAYERS command in the LIGHTS menu, but wireframe views may still display original colours if these were assigned to line entities. To ensure colours are displayed as edited, toggle DRAW FACES in the SET menu. In 256 colour anti-alias mode, this also slows redraw and doubles brightness because it traces the edge of each face (covering shared edges twice). DRAW FACES has no effect on real-time modes. To view VeriScopes 256 colour palette, select HOT BUTTS. This can be useful for examining the colours in a 256 colour PCX file. 4 Lighting Lighting affects how views are shaded and can be controlled using the LIGHTING command in the LIGHTS menu. You can edit the characteristics of four equivalent light sources, switching them on or off, changing their XYZ values and setting their style. At least one source must be on for shading. Fixed lighting To fix a light in model space, set EYE to OFF. To relocate it, retype its XYZ values. To obtain parallel light  like sunlight  set to ON. XYZ values then specify a direction only. Mobile lighting By setting EYE to ON, a light becomes attached to your eye and moves with you through model space. XYZ are then eye-relative coordinates, where Y is up the screen, X is to the right and +Z is out from the screen towards your eye. Again, you can obtain parallel light by setting to ON. Alternatively, you can set FAR to ON, which places the light at the same distance from the target as your eye (ie the focal distance). In either case, XYZ values then specify a direction vector only. Checking lighting conditions Each time you edit the lighting plan, select 4-VIEW to see where the lights are, relative to the model and your eye. They appear as white dots, unless set at infinity. To check illumination at the target point, select REFLECT from the LIGHTS menu. This command draws a Phong-shaded sphere, centred at the target and illuminated as it would be if infinitely small. It has the surface attributes of the zero layer in your model. If you wish to experiment with surface reflectance, select LAYERS from the LIGHTS menu and edit Layer 0. 5 Shading VeriScope colours visible surfaces of models in views to make them appear solid. This is called shading. Shading is carried out according to the prevailing lighting conditions and using a variety of algorithms  the shade styles. Different shade styles achieve a greater or lesser degree of realism depending on how the surface is interpolated between vertices and how the reflection of light from the surface is modeled. In general, more realistic effects take longer to compute. Surface interpolation Curved surfaces of CAD models read into VeriScope are approximated by polygons. Made solid, they show as flat faces under illumination. To define a more realistic curved surface, the direction of the surface normal must be calculated at the vertices and interpolated over each face: VeriScope does this with either first or second order continuity between adjacent faces. Reflection of light Light falling upon a surface may be transmitted, absorbed or reflected. How light is reflected from a surface, depends on the smoothness and other properties of the material. VeriScope considers reflected light to be either diffuse or specular. The diffuse component radiates from the surface equally in all directions, irrespective of the direction of incidence. The specular component is reflected most strongly at an angle equal to the angle of incidence  and less strongly in nearby directions. VeriScope uses an empirical function due to Bui-Tuong Phong to calculate the amount of specular light reflected in any direction. The function, which is charted below, generates a different distribution depending on a specular index (n), characteristic of the surface material. The narrower the distribution curve, the sharper the highlights seen on curved surfaces. Phong shading Phong shading uses both surface normal interpolation and specular reflection modeling to calculate the variation of intensity over the face, as seen from the viewpoint. The resulting surface appears smooth with a quality ranging from shininess to perfect diffuseness, controlled by the values of attributes assigned to layers and faces in the structure. Phong shading attains realism at the expense of heavy computation. Gouraud shading A technique developed by H. Gouraud allows a useful degree of realism to be achieved without excessive computation. Surface normals are calculated at each vertex, and hence the intensity of these points seen from the viewpoint. Intensity is then interpolated between the vertices to shade each face. Gouraud shading provides only first order smoothing of intensity between faces and hence some suggestion of the underlying polygonal surface remains. Also, the surface is assumed to be perfectly diffuse and so no highlights are generated. Shade styles In VeriScope, the available shade styles are: Flat only one shade per face Continuous shading changes smoothly across each face but abruptly between faces (and so edges still show) Gouraud smooth surface, perfectly diffuse Phong without smoothing surface exhibits reflectance (and so shows highlights) Phong smooth, with highlights Coloured with lines lighting ignored, cartoon-like Flat with lines as Flat, with black edges Hidden line as wireframe, but with lines behind faces removed from view Setting surface attributes Using the LAYERS command, you can set the following surface attributes which can affect the result of shading: Highlight strength index of distribution function for specular reflection (n in chart) Diffuseness % of diffuse light Colour palette colour number Adjacent surface normals minimum angle between faces for blending (default is 50) Where the angle between two faces is greater than the "Adjacent surface normals" value, no blending will be performed and the edge will not be smoothed over. You can change the value by layer. If you do, you must afterwards select RENORMAL from the LIGHTS menu to recalculate the surface normals used by VeriScope for shading. These are part of the MOD format and are not calculated on the fly. The REFLECT command helps you experiment with different values by drawing a Phong-shaded sphere with attributes of the zero layer, centred at the target, and illuminated as though it were infinitely small. 6 Video modes VeriScope enables the video modes on installation of the software for both shading and drawing modes. The default video mode for both drawing and shading is the VGA standard 640x480 16 colour mode. Selecting a drawing mode The drawing mode is the video mode used when VeriScope draws lines under any of the following commands: DYNAMIC, REDRAW, DYNOVIEW, WALKTHRU, 3D-WALK, all the ZOOM commands, and 4-VIEW. To change the drawing mode, select DRAW MODE from the MAIN menu. The drawing mode dialogue box pops up, showing the possible video modes with the current mode highlighted. The default drawing mode, VGA standard 640x480 16 colour, behaves differently from other 16 colour modes when performing real-time operations. Specifically, the height of the display is shortened to 409 lines to enable double buffered screen output (used to eliminate much of the flickering while new lines are being drawn). Sixteen colour modes offer the fastest line drawing and are recommended for the real-time operations, DYNOVIEW, WALKTHRU and 3D-WALK. VeriScope makes use of the extended colours in the 256-colour mode by providing anti-aliased lines (lines without jaggies). This increases the effective resolution of the screen and brightens line intersects, but slows line drawing. Generally, use standard VGA Mode for fastest, least flicker, real-time operations and use 256 colour modes where you require the highest line quality (for given pixel density). Selecting a shade mode The shading mode is the video mode used when VeriScope shades a drawing. This does not affect the PART SHADE command or the shaded section in 4-VIEW. To change the drawing mode, select SHADEMODE from the MAIN menu. The shading mode dialogue box pops down and presents the possible video modes with the current mode highlighted. For an equivalent pixel density, 256 colour modes give a superior image with a very slight increase in rendering time. The only arguments for a 16 colour rendering are: o if the 16-colour modes offer higher pixel density o if you will be storing the image in a PCX file and are worried about free disk space (256 colour PCX files are huge) Movies are only shaded in 16 colour standard mode, because other modes are too slow for movie playback. 7 VeriScope viewer model VeriScope projects 2D views of 3D structures onto your screen according to the following model: Viewpoint is the position of the eye in model space. Target is the point in model space at which the eye is looking. Focal Distance is the distance from the eye to the target. Lens controls the angle of view. A Lens Size of 50 provides the view you would have through a 50mm camera lens. Virtual Screen is a rectangle with the aspect ratio of your computer screen, at right-angles to your direction of view and centred at the target. Viewframe is the pyramidal framework defined by the four corners of the virtual screen and the viewpoint. View is what the eye in model space sees within the virtual screen, and what VeriScope draws on your computer screen. Viewing constraints The viewpoint and target can be any two points in model space. A gravity effect (acting in the negative Z of model space) keeps the eye and viewframe upright  ie you cannot spin around your line of sight. Whenever the target is precisely above or below the viewpoint, the VeriScope user suffers vertigo  an instability of view that is avoided as follows: (Anti-vertigo procedure) try to move around the vertical instead of directly through. Draw mouse back with right button or forward with left button. Viewpoint coordinates Viewpoint coordinates are used to specify lights that move with you. Y is up the screen, X is to the right and Z is out from the screen. 8 Stereoscopic effect Some users may find more difficulty than others in experiencing depth while stereo viewing. Here are a few hints to get you started: o keep the part you wish to see in the plane of the screen (ie at the focal distance) o use the left button to swing back and forth around the object o adjust the contrast of the monitor so that you can see only one image in each eye o use an appropriate lens size (usually 40-80 mm) o adjust the Interocular Ratio (VeriScopes INTOC variable) Though the retina of the human eye receives only a 2D picture, our brains construct a 3D model of the world by extracting a variety of depth cues from the flat pictures. A major cue to depth  often taken for granted  is the image size of a familiar object. (If its smaller than expected, it must be further away.) Important depth cues are provided by parallax  ie the different relative positions of objects seen from the different viewpoints of the two eyes. Other depth cues come from the ability of each eye to focus for distance and also from the change in viewpoint when the head is moved. Stereoviewing does not use these two cues. It attempts to fool the brain by presenting a slightly different view of the same scene to each eye (as happens in real life). In VeriScope this is achieved using coloured glasses. In stereo mode (3D-WALK), the screen displays two superimposed wireframe views  a red and a blue. The red glass filters out the blue view, and the blue glass filters out the red. However, some 10 to 15 percent of VeriScope users will not experience any 3D effect for the reasons explained below. Many people have one weaker eye, or for other reasons have developed depth perception that is dominated by the independent depth focus of each eye. In such people, the brain uses the focusing of the eyes, not the angle between the two lines of sight, to estimate depth. But as all screen imagery is at a fixed distance from the eye, structures will still seem flat on this basis. Calculating the Interocular Ratio The Interocular Ratio is theoretically calculated according to the diagram below. A EMBED MSDraw \* mergeformat The display width is the width of the active area of the screen. It is not the full display width. The interocular distance can be found by holding a ruler to your eyes and sighting an object in the distance, then mark the position of the object on the ruler through each eye. In practice, VeriScope uses a smaller value to minimise your discomfort when stereoviewing and increases lens size to compensate. For example: INTOC LENS SIZE Theory 23 70 Actual 12 50 Calculating the Lens Size A smaller lens gives a wider field of view. Therefore it is handy to use a smaller lens in the non-stereoscopic WALKTHRU mode because you can see more to the side. This is good for piloting through buildings and inside of objects. However a wide angle lens is not recommended for the stereoscopic 3D-WALK mode because the extreme perspective exaggerates the depth. The lens size needs to be realistic in terms of your spatial relationship to your monitor. Measure the width of your display and divide by your usual working distance from the screen, as shown in the diagram below. This number we call the Lens Index. EMBED MSDraw \* mergeformat A Eye-to-screen distance B Display width B/A Lens Index Find this number along the bottom of the graph below. EMBED MSGraph \s \* mergeformat Follow the lines up to the curve and then left to the vertical axis, where you will find the lens size you need to set using LENS MM from the SET menu. 9 Startup problems If VeriScope will not run, one of three types of message will be displayed above the DOS prompt. Respond as described below: Bad command or file not found Make sure the current directory contains the file VSCOPE.EXE. You should already be in the VSCOPE directory, ie in the directory containing VSCOPE.EXE. If you are not, enter the following command before you try running VeriScope again: DOSprompt> CD VSCOPE If the same message persists, you will have to recopy the Program disk to the current directory, as some problem may have occurred when copying before. Unable to Load VSCOPE.EXE Insufficient Memory Program too big to fit in memory These messages indicate that you do not have sufficient free DOS Memory to run VSCOPE. VeriScope requires 518,000 bytes of memory. Run the DOS program MEM.COM to see how much free memory you have. You may need to remove some TSR programs or device drivers. Co-processor not installed Floating point not loaded These messages mean you do not have a math co-processor installed on your system. In this case, you need to run a different version of VeriScope. Delete the executable VSCOPE version, and replace it with the version designed to run without a co-processor. You can do this with the following commands: DOSprompt> DEL VSCOPE.EXE DOSprompt> REN VSCOPN87.EXE VSCOPE.EXE Then try running VeriScope again. If at a future date, you install a co-processor, reinstall the original VSCOPE.EXE from your VeriScope Program disk. Assuming the installation drive is drive A, this can be accomplished using the commands: DOSprompt> CD VSCOPE DOSprompt> COPY A:VSCOPE.EXE 10 SuperVGA graphics cards Your graphics card may be capable of displaying higher than VGA resolution (SuperVGA). Cards made prior to 1991 usually need a VESA (Video Equipment Standards Association) Driver to be loaded. Look at the manufacturer's documentation to see if you can do this. At startup, VeriScope first looks for a VESA Driver. If one is not found, it goes on to check for other cards. Most cards are recognized but we recommend you use the VESA Driver if you have one. 11 Alternative motion control By selecting WALKMODE from the SET menu, you can switch to an alternative way of using the mouse to control your movement in model space . In this mode, FORWARD/BACKWARD and SHRINK/EXPAND are effected by holding down the "S" and "F" keys respectively. The movement continues until the key is released. The "D" key still switches between the two types of motion. Then, with both buttons down, you can use the mouse to move sideways left or right, up or down without changing your direction of view. This is CRABBING in a single action. 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