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	<title>Comments on: Volumes of Reading</title>
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	<link>http://www.realityprime.com/articles/volumes-of-reading</link>
	<description>Advanced Technology Research</description>
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		<title>By: avi</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-10144</link>
		<dc:creator>avi</dc:creator>
		<pubDate>Mon, 25 Aug 2008 07:27:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-10144</guid>
		<description>if you insist -- I&#039;d argue that a sculpt map could be applied to prim faces, as I mentioned. The misunderstanding was in the structure/method of displacement, but not in the nature of the result.

Basically, a sculpt map, like any geometric representation or compression scheme, must exist relative to some coordinate system. For the case of sculpties that are not based on prims (the implemented case), that coordinate system would have position, rotation, and maybe scale. And since there&#039;s no underlying volume, the map must also form a closed surface to define its own volume.

For the case i&#039;m talking about, the sculpt map would probably inherit the coordinate system normal to its underlying face. In some cases, that could imply a curved space to deal with. But it&#039;s not that hard, given the information known during each prim&#039;s construction. 

What is hard is aligning the sculpt map deformations from adjacent faces and maps to match up without cracks. Still, it&#039;s entirely possible. Some virtual globes, for example, have forms of geometry compression that encode X,Y,Z for terrain, but that information is always stored relative to a coarse elevation per tile. There are indeed solutions to these sots of problems.

My point is that the assumption that a single map define a single enclosed volume is not necessary, if those other issues are handled properly. And at worse, the normal-to-face+warping method could even be used to warp space for a single prim-wide scuplty map, with interesting results -- like working cut and twist, for example.
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		<content:encoded><![CDATA[<p>if you insist &#8212; I&#8217;d argue that a sculpt map could be applied to prim faces, as I mentioned. The misunderstanding was in the structure/method of displacement, but not in the nature of the result.</p>
<p>Basically, a sculpt map, like any geometric representation or compression scheme, must exist relative to some coordinate system. For the case of sculpties that are not based on prims (the implemented case), that coordinate system would have position, rotation, and maybe scale. And since there&#8217;s no underlying volume, the map must also form a closed surface to define its own volume.</p>
<p>For the case i&#8217;m talking about, the sculpt map would probably inherit the coordinate system normal to its underlying face. In some cases, that could imply a curved space to deal with. But it&#8217;s not that hard, given the information known during each prim&#8217;s construction. </p>
<p>What is hard is aligning the sculpt map deformations from adjacent faces and maps to match up without cracks. Still, it&#8217;s entirely possible. Some virtual globes, for example, have forms of geometry compression that encode X,Y,Z for terrain, but that information is always stored relative to a coarse elevation per tile. There are indeed solutions to these sots of problems.</p>
<p>My point is that the assumption that a single map define a single enclosed volume is not necessary, if those other issues are handled properly. And at worse, the normal-to-face+warping method could even be used to warp space for a single prim-wide scuplty map, with interesting results &#8212; like working cut and twist, for example.</p>
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		<title>By: qarl</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-10143</link>
		<dc:creator>qarl</dc:creator>
		<pubDate>Mon, 25 Aug 2008 07:04:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-10143</guid>
		<description>sorry - i was just commenting on your statement &quot;and I’d argue that this should be a surface feature of all prims&quot; - which is clearly a misunderstanding of what the sculpt map does.</description>
		<content:encoded><![CDATA[<p>sorry &#8211; i was just commenting on your statement &#8220;and I’d argue that this should be a surface feature of all prims&#8221; &#8211; which is clearly a misunderstanding of what the sculpt map does.</p>
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		<title>By: avi</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-10139</link>
		<dc:creator>avi</dc:creator>
		<pubDate>Mon, 25 Aug 2008 06:17:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-10139</guid>
		<description>Qarl, thanks for the clarification to my overly-simplistic presentation of the concept. Separating the data into 3 channels instead of a single grayscale heightmap is an improvement over the basic 2D heightmap concept. But I think it&#039;s pretty clear &#039;arbitrary&#039; does not mean &#039;all&#039; -- it&#039;s a bit misleading, in fact, considering the limitations on scupty prims.

A more sophisticated procedural geometry system with basic displacement maps on top would actually be a much more effective way to go. And by leveraging the two together, you can give much easier editing tools to manipulate complex objects once they&#039;re imported.

All you&#039;re arguing for now is a limited case of geometry import and compression that makes some heavy assumptions about best he distribution of samples.</description>
		<content:encoded><![CDATA[<p>Qarl, thanks for the clarification to my overly-simplistic presentation of the concept. Separating the data into 3 channels instead of a single grayscale heightmap is an improvement over the basic 2D heightmap concept. But I think it&#8217;s pretty clear &#8216;arbitrary&#8217; does not mean &#8216;all&#8217; &#8212; it&#8217;s a bit misleading, in fact, considering the limitations on scupty prims.</p>
<p>A more sophisticated procedural geometry system with basic displacement maps on top would actually be a much more effective way to go. And by leveraging the two together, you can give much easier editing tools to manipulate complex objects once they&#8217;re imported.</p>
<p>All you&#8217;re arguing for now is a limited case of geometry import and compression that makes some heavy assumptions about best he distribution of samples.</p>
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		<title>By: qarl</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-10136</link>
		<dc:creator>qarl</dc:creator>
		<pubDate>Mon, 25 Aug 2008 02:59:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-10136</guid>
		<description>&gt; which is basically a texture-lookup (height map) deformation on a sphere, and I&#039;d argue that this should be a surface feature of all prims

actually - they&#039;re not.  rather than a height map - they are a position map -  which is a subtle but important difference: they allow for arbitrary shapes, not just star-like shapes.

and once you realize that - you&#039;ll see that it makes no sense to apply them to underlying prims.  they ARE their underlying shape.

K.</description>
		<content:encoded><![CDATA[<p>&gt; which is basically a texture-lookup (height map) deformation on a sphere, and I&#8217;d argue that this should be a surface feature of all prims</p>
<p>actually &#8211; they&#8217;re not.  rather than a height map &#8211; they are a position map &#8211;  which is a subtle but important difference: they allow for arbitrary shapes, not just star-like shapes.</p>
<p>and once you realize that &#8211; you&#8217;ll see that it makes no sense to apply them to underlying prims.  they ARE their underlying shape.</p>
<p>K.</p>
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		<title>By: RealityPrime &#187; Some Definitions</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-9703</link>
		<dc:creator>RealityPrime &#187; Some Definitions</dc:creator>
		<pubDate>Sat, 09 Aug 2008 16:51:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-9703</guid>
		<description>[...] Volumes of Reading [...]</description>
		<content:encoded><![CDATA[<p>[...] Volumes of Reading [...]</p>
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		<title>By: UgoTrade &#187; Blog Archive &#187; Xenki: An &#8220;In Your Browser Viewer&#8221; for OpenSim and Second life</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-9673</link>
		<dc:creator>UgoTrade &#187; Blog Archive &#187; Xenki: An &#8220;In Your Browser Viewer&#8221; for OpenSim and Second life</dc:creator>
		<pubDate>Thu, 07 Aug 2008 18:33:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-9673</guid>
		<description>[...] Avi Bar-Zeev, Reality Prime, comments on Xenki [...]</description>
		<content:encoded><![CDATA[<p>[...] Avi Bar-Zeev, Reality Prime, comments on Xenki [...]</p>
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		<title>By: avi</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-9665</link>
		<dc:creator>avi</dc:creator>
		<pubDate>Thu, 07 Aug 2008 03:20:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-9665</guid>
		<description>Sounds like you folks are pretty far along on prim-generation. But what I&#039;ll do (after I answer some questions from Tish) is write up a general &quot;how prims work&quot; post, for which I will be diligent about sticking to my NDA and only discussing what Linden makes public in the form of the source code. 

After that, I hope to write another post about where I think procedural geometry should go in the future. But I should keep the two topics separate.</description>
		<content:encoded><![CDATA[<p>Sounds like you folks are pretty far along on prim-generation. But what I&#8217;ll do (after I answer some questions from Tish) is write up a general &#8220;how prims work&#8221; post, for which I will be diligent about sticking to my NDA and only discussing what Linden makes public in the form of the source code. </p>
<p>After that, I hope to write another post about where I think procedural geometry should go in the future. But I should keep the two topics separate.</p>
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		<title>By: Dahlia</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-9664</link>
		<dc:creator>Dahlia</dc:creator>
		<pubDate>Thu, 07 Aug 2008 03:08:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-9664</guid>
		<description>I have to say I agree with you about the limitations of the &quot;prims&quot; used in SecondLife™. I would much rather see a more flexible and capable system available for new 3D virtual reality applications. Unfortunately there is a lot of momentum in the Opensimulator project with respect to the geometry displayed with the SecondLife™ viewer so it&#039;s difficult to add something new until a more capable viewer becomes available.

I have had some success creating prims for use as physics proxies in Opensimulator (see the above comment from John Hurliman) and I can duplicate any shape to a high degree of accuracy for all of the prim parameters, but when combined, some minor inaccuracies become evident as prims are resized beyond the normal 10x10x10 meter limits. My prims also use far fewer vertices than  the equivalent viewer prims as an attempt to save server memory. There are some fundamental bugs in the profile generation that need to be addressed before all profile cut angles are available, but I&#039;m designing a new profile generator that should fix that.

I was able to assume many of the properties of prims by carefully noting the changes in size and shape as I varied the parameters in the object editor. I&#039;m not 100% certain that all my assumptions are correct but I believe I am quite close  for most of them. I have noticed some interesting inconsistancies such as nonlinearity in some profile cut parameters which I haven&#039;t yet accounted for, but for now I am close enough range for a believable collision mesh for all prim shapes tried to date.

My code is available under BSD license in the Opensimulator SVN. It is a work in progress and changes should be expected. I would be quite interested in your insights into how prims work if I could use them to implement BSD licensed code. I would also be interested in your thoughts on a more comprehensive definition of procedural geometry. Please contact me at the email address I supplied if you would like to discuss this further.</description>
		<content:encoded><![CDATA[<p>I have to say I agree with you about the limitations of the &#8220;prims&#8221; used in SecondLife™. I would much rather see a more flexible and capable system available for new 3D virtual reality applications. Unfortunately there is a lot of momentum in the Opensimulator project with respect to the geometry displayed with the SecondLife™ viewer so it&#8217;s difficult to add something new until a more capable viewer becomes available.</p>
<p>I have had some success creating prims for use as physics proxies in Opensimulator (see the above comment from John Hurliman) and I can duplicate any shape to a high degree of accuracy for all of the prim parameters, but when combined, some minor inaccuracies become evident as prims are resized beyond the normal 10&#215;10x10 meter limits. My prims also use far fewer vertices than  the equivalent viewer prims as an attempt to save server memory. There are some fundamental bugs in the profile generation that need to be addressed before all profile cut angles are available, but I&#8217;m designing a new profile generator that should fix that.</p>
<p>I was able to assume many of the properties of prims by carefully noting the changes in size and shape as I varied the parameters in the object editor. I&#8217;m not 100% certain that all my assumptions are correct but I believe I am quite close  for most of them. I have noticed some interesting inconsistancies such as nonlinearity in some profile cut parameters which I haven&#8217;t yet accounted for, but for now I am close enough range for a believable collision mesh for all prim shapes tried to date.</p>
<p>My code is available under BSD license in the Opensimulator SVN. It is a work in progress and changes should be expected. I would be quite interested in your insights into how prims work if I could use them to implement BSD licensed code. I would also be interested in your thoughts on a more comprehensive definition of procedural geometry. Please contact me at the email address I supplied if you would like to discuss this further.</p>
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		<title>By: New Map Links &#124; geo2web.com</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-9636</link>
		<dc:creator>New Map Links &#124; geo2web.com</dc:creator>
		<pubDate>Tue, 05 Aug 2008 19:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-9636</guid>
		<description>[...] - new Java-based virtual world: Serendipitously, just a few days after Avi Bar-Zeev clarifies the difference between two different kind of &quot;browser-based&quot; 3D virtual world... (one kind requires a plugin be installed, the other relies on the browser&#039;s own resources — which [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8211; new Java-based virtual world: Serendipitously, just a few days after Avi Bar-Zeev clarifies the difference between two different kind of &#8220;browser-based&#8221; 3D virtual world&#8230; (one kind requires a plugin be installed, the other relies on the browser&#8217;s own resources — which [...]</p>
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		<title>By: Adam Frisby &#187; Blog Archive &#187; Procedural Geometry</title>
		<link>http://www.realityprime.com/articles/volumes-of-reading/comment-page-1#comment-9542</link>
		<dc:creator>Adam Frisby &#187; Blog Archive &#187; Procedural Geometry</dc:creator>
		<pubDate>Sun, 03 Aug 2008 15:36:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.realityprime.com/articles/volumes-of-reading#comment-9542</guid>
		<description>[...] Bar-Zeev has written up an interesting post in relation to some of the XBAP viewer work I&#8217;ve been doing, for those who havnt followed his [...]</description>
		<content:encoded><![CDATA[<p>[...] Bar-Zeev has written up an interesting post in relation to some of the XBAP viewer work I&#8217;ve been doing, for those who havnt followed his [...]</p>
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