The evaluation reported on here was performed to not just determine
whether Terragen could render the topology, atmosphere, and lighting
as desired but to determine whether it could be used for large scale
rendering and animation projects. In particular, "minutes" of stereoscopic
movies at the 1024 or 1280 pixel resolutions and secondly planetarium
style fisheye animations at the 4000 pixel resolution.
Importing Real Topology
There are two ways of importing real topological data into Terragen,
using one of the supported file formats (currently 8 and 16 bit maps)
or creating ".ter" terrain files directly using the documentation
provided. I personally found the second approach gave me more
intuitive control over the height scaling and offsets.
Creating Flight Paths
The version evaluated here supported the creation of snapshots
which contain mostly camera attributes. These can be saved to
a text file (script files),
the user can then write simple utilities that read these key frames
and apply his/her favourite interpolation algorithm and finally write
out a new script file.
The format of the .tgs files is well documented, although the parameters
that can be animated here are a small subset of what
could be animated, essentially the camera, the sun, and clouds.
Animation Frames
While Terragen will diligently render all the frames in the script files
discussed above, there are some annoying aspects and limitations in the
current version. In particular,
the current file names are of the form "Frame nnnn". A vastly
better approach would for the BaseName in the "InitAnim" set-up command
in the script to be in the form of a C style format string, eg: "seq_%04d.tga".
In any case, there is enough functionality at the moment to create
camera based animations.
QuickTime Panoramic and Cubic Movies
Terragen internally creates both panoramic and cubic QuickTime movies.
using standard multi-pass algorithms.
Unfortunately the cubic images, while they can be saved separately,
are inconvenient for creating planetarium dome content because the
cube is not aligned with the camera view direction. I wouldn't classify this
necessarily as a bug, see later for cubic and fisheye images that are aligned
to the camera coordinate system rather than the word coordinate system.
Creating Stereo Pairs
The approach for stereo pairs is the same as discussed earlier for
animations, a utility is written which reads a .tgs file, possibly
interpolates the frames, and finally writes out a new .tgs file for
each eye. The stereo setting provided by the user is just the eye
separation. Since Terragen doesn't support offaxis frustums the method
for creating correct stereo pairs is as discussed
here.
Briefly, the user chooses a focal length (distance to zero parallax),
from that an eye separation is chosen (typically focal length / 30).
The desired window width and aperture (converted to zoom for Terragen)
is increased given the formula on the link given above. After the images
are rendered they are trimmed back to the desired size, the left
image is reduced from the left and the right image is reduced from the
right.
Creating Fisheye Images (planetarium)
The standard way of creating fisheye images (hemisphere) using software that
doesn't support fisheye rendering for dome displays
or planetariums is to render onto the sides of a cube (90 degree aperture)
and resample those views to form the fisheye image. This method has the
additional advantages that the horizon of the fisheye can be changed to suit
the range of dome angles as well as being able to support offaxis dome
projection.
The same approach is taken as for the stereo pairs, a .tgs file is created
in Terragen, a separate utility program reads that, interpolates as required,
and spits out another .tgs file with 6 frames per original frame (one for each
side of the cube). Terragen then renders this new .tgs file. In reality a number
of .tgs files are created for distributed rendering.
The "trick" is to create the camera heading, pitch, and bank angles for each
side of the cube, remembering that this has to be done in the camera coordinate
system.
That is, unlike the QuickTime VR case already supported within Terragen,
the view direction passes through the middle of the front face, the right vector
passes through the center of the right face, and the up vector passes though
the center of the top face. An example of a cube created with a camera pitched down
by 35 degrees and banked by 10 degrees is shown below.
The resulting fisheye is
Distributed rendering
The animation stereoscopic/cubic/interpolation utility was further
modified to create multiple animation scripts that can be used for one
of a number of rendering processors running on different machines.
At the time of writing there is not a dedicated renderer but the Windows
version of Terragen can be run in command line mode and functioned
under the "WINE" environment on a large Linux cluster.
wine --debugmsg -all
"Terragen.exe" /exit /hide /w test.tgw /t test.ter /s test.tgs all
Notes
The horizontal aperture is 2 atan[1 / zoom]
The vertical aperture is 2 atan[imagwidth / (imageheight zoom)]
Coordinate system is right handed. A heading of 0 is looking down
the y axis, positive heading is clockwise when looking down the
z axis towards the origin.
To determine the local (camera) coordinate system, start with the
camera looking down the y axis, the x axis to the right, and the z axis up.
Apply the bank (rotation about y axis), then the pitch (rotation about x axis),
and finally heading (rotation about z axis).
The heading angle is measured positive if clockwise when looking
down the axis towards the origin, bank and pitch are positive anticlockwise!
Bugs, problems, or "wouldn't it be nice"
The line terminators in .tgs must be carriage returns '\r' not linefeeds '\n'!
This is a different definition of a "text" file that UNIX based users are
used to.
Perhaps the most obvious problem is a black ridge on the
horizon. While this can often be removed by fiddling with the atmosphere
coverage the success was mixed and while it could be made to magically
disappear for stills, it didn't seem possible to reliably fix it over
an animation run where the camera height might change. In a sense this is
not a bug but a limitation of a finite flat surface, a fix that would work
most of the time would be to extend the sky below the horizon.
It would be nice if each frames within a .tgs file could have an associated
name. Bug: the single name in the header of
the .tgs file is currently ignored in the Mac version.
File extension on images from an animation would be nice. Currently pict file
are called "Frame nnnn".
TGA file export would be nice on the Mac version, currently only PICT
is supported. Many/most animation houses (including myself) base original
frames around TGA files.
Why save an alpha channel in the Mac PICT files if it's never used?
A render only engine (no windows at all) or even better, a Linux render only
engine. Linux is the perhaps the most common OS for large clusters.
The command line rendering of frames supports the rendering of "all"
frames as well as a single frame, equally useful would be an option
to render a range of frames.
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