Modeling

Modeling

The scope of this project requires modelling to be done by different groups on different platforms, so the main focus of our portion of modeling will be on providing translation schemes and utilities. There are three main areas for modeling in the virtual world. The first area is geographic and topological modeling, which provides the locations of all buildings and the data used to produce the terrain when the agent is outside. The second area is modeling the buildings themselves. Finally, dynamic objects must be modeled. Since SVE can read Alias/Wavefront's OBJ files and because of Alias's availability on all the SGI's, it has become the primary tool and file format to be used.

Topological Map Translation

So far we have been given a topological map of Tech campus at a 4 foot resolution, with heights quantized to fit in a 16 bit integer. To translate the map into a usable mesh, the file is sampled on a grid. After producing the grid of points, triangles are generated by dividing each square into an upper and lower triangle using the top left and lower right points. This mesh data is then output into an OBJ file. This procedure can be repeated on any raw map data as long as the format of the file is known. There are several sources for topological data that could be used during this project. Government GIS sources, for example, have elevation models for a wide variety of areas, and other spatial data.

Building Data

We will most likely be getting most of our building data from architecture firms and students. The data will probably come in a variety of file formats which will need to be translated into OBJ's. Any internal modeling will be done in Alias/Wavefront to begin with.

Dynamic Objects

Dynamic objects will likely be generated in a controlled manner, as it is likely that they will be created for specific projects in the future and to flesh out the world. Because of this they will be done originally in OBJ format.

Conclusion

Although the main concentration on the use of Alias/Wavefront has been that SVE can natively read its output files, even if we scrapped the SVE based rendering engine the format is relatively popular and many conversion utilities exist for it. Also, the interface is easier to learn than some other tools (3dmax, etc...) making the learning curve required for worldbuilding less steep.