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1 total messages Started by Info-Graphics-Request Mon, 02 Mar 1987 11:01
Info-Graphics Digest
#48
Author: Info-Graphics-Request
Date: Mon, 02 Mar 1987 11:01
771 lines
32058 bytes
Info-Graphics Digest	Mon Mar  2 03:01:08 PST 1987

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Today's Topics:

 Administrivia
 the famous teapot (LONG MESSAGE -- DATA INCLUDED)
 the famous teapot - vertices (LONG MESSAGE -- PROGRAM INCLUDED)
 3d animation for IBM-PC (LONG MESSAGE -- PROGRAM INCLUDED)

----------------------------------------------------------------------

Date: Mon, 2 Mar 87 00:40:59 pst
From: Info-Graphics-Request@ADS.ARPA (Andy Cromarty)
Subject: Administrivia

1. This issue contains some useful data and software, including
   the data for the famous "teapot" and some Pascal software to
   help you use it, courtesy of Norm Badler.  If this technique 
   of distributing software releavant to Info-Graphics readers
   works, we will continue to use special issues of Info-Graphics
   as a redistribution mechanism in this fashion.

2. The last issue contained some garbage in a couple messages.
   Please remember that Info-Graphics is nearly fully automated
   in its redistribution of what you send in.  Garbage in, garbage 
   out.

					Andy Cromarty
					Info-Graphics-Request@ADS.ARPA


------------------------------

Posted-Date: Tue, 20 Jan 87 16:44 EST
From: Norm Badler <Badler@cis.upenn.edu>
Subject: the famous teapot (LONG MESSAGE -- DATA INCLUDED)
Date: Tue, 20 Jan 87 16:44 EST


Forwarded From: "Hatfield, Lansing (Chip)" <hatfield@lll-icdc.arpa> on Tue 20 Jan 1987 at 14:50
Subj: part 1 of teapot code and data
-----
Date: 20 Jan 87 11:18:00 PST

The following is from IEEE Computer Graphics and Applications, January, 1987:
"The Origins of the Teapot," by Frank Crow, Xerox PARC (from conversations
with Martin Newell and Jim Blinn), pages 8-19. The article describes the
origin of the computer model for the teapot which is frequently seen in 
computer graphics images. The article includes pictures of the original 
teapot, of a hand-drawn sketch used in modeling, and of many 
computer-generated pictures of the teapot. The article describes 
the history of the teapot, the modeling process, and why the teapot
shape is interesting.

If you are interested in more articles of this type, in more code or data
(such as the teapot data below) or have code or data that you would be 
willing to share, please contact: Chip Hatfield, Lawrence Livermore National
Lab, PO Box 5504, Livermore, CA 94550 or HATFIELD@LLL-ICDC.ARPA.

-------------------------------------------------------------------

TeaPotWithBot.shape-- Martin Newell's Teapot with a bottom added
Created by: crow.pa at February 28, 1986 11:09:32 am PST

SurfaceType ~ Bezier, Closed, CountFromOne -- 306 vertices, 32 patches

Vertices ~ xyz: triple 
 
   1.4   0.0   2.4
   1.4   -0.784   2.4
   0.784   -1.4   2.4
   0.0   -1.4   2.4
   1.3375   0.0   2.53125
   1.3375   -0.749   2.53125
   0.749   -1.3375   2.53125
   0.0   -1.3375   2.53125
   1.4375   0.0   2.53125
   1.4375   -0.805   2.53125
   0.805   -1.4375   2.53125
   0.0   -1.4375   2.53125
   1.5   0.0   2.4
   1.5   -0.84   2.4
   0.84   -1.5   2.4
   0.0   -1.5   2.4
   -0.784   -1.4   2.4
   -1.4   -0.784   2.4
   -1.4   0.0   2.4
   -0.749   -1.3375   2.53125
   -1.3375   -0.749   2.53125
   -1.3375   0.0   2.53125
   -0.805   -1.4375   2.53125
   -1.4375   -0.805   2.53125
   -1.4375   0.0   2.53125
   -0.84   -1.5   2.4
   -1.5   -0.84   2.4
   -1.5   0.0   2.4
   -1.4   0.784   2.4
   -0.784   1.4   2.4
   0.0   1.4   2.4
   -1.3375   0.749   2.53125
   -0.749   1.3375   2.53125
   0.0   1.3375   2.53125
   -1.4375   0.805   2.53125
   -0.805   1.4375   2.53125
   0.0   1.4375   2.53125
   -1.5   0.84   2.4
   -0.84   1.5   2.4
   0.0   1.5   2.4
   0.784   1.4   2.4
   1.4   0.784   2.4
   0.749   1.3375   2.53125
   1.3375   0.749   2.53125
   0.805   1.4375   2.53125
   1.4375   0.805   2.53125
   0.84   1.5   2.4
   1.5   0.84   2.4
   1.75   0.0   1.875
   1.75   -0.98   1.875
   0.98   -1.75   1.875
   0.0   -1.75   1.875
   2.0   0.0   1.35
   2.0   -1.12   1.35
   1.12   -2.0   1.35
   0.0   -2.0   1.35
   2.0   0.0   0.9
   2.0   -1.12   0.9
   1.12   -2.0   0.9
   0.0   -2.0   0.9
   -0.98   -1.75   1.875
   -1.75   -0.98   1.875
   -1.75   0.0   1.875
   -1.12   -2.0   1.35
   -2.0   -1.12   1.35
   -2.0   0.0   1.35
   -1.12   -2.0   0.9
   -2.0   -1.12   0.9
   -2.0   0.0   0.9
   -1.75   0.98   1.875
   -0.98   1.75   1.875
   0.0   1.75   1.875
   -2.0   1.12   1.35
   -1.12   2.0   1.35
   0.0   2.0   1.35
   -2.0   1.12   0.9
   -1.12   2.0   0.9
   0.0   2.0   0.9
   0.98   1.75   1.875
   1.75   0.98   1.875
   1.12   2.0   1.35
   2.0   1.12   1.35
   1.12   2.0   0.9
   2.0   1.12   0.9
   2.0   0.0   0.45
   2.0   -1.12   0.45
   1.12   -2.0   0.45
   0.0   -2.0   0.45
   1.5   0.0   0.225
   1.5   -0.84   0.225
   0.84   -1.5   0.225
   0.0   -1.5   0.225
   1.5   0.0   0.15
   1.5   -0.84   0.15
   0.84   -1.5   0.15
   0.0   -1.5   0.15
   -1.12   -2.0   0.45
   -2.0   -1.12   0.45
   -2.0   0.0   0.45
   -0.84   -1.5   0.225
   -1.5   -0.84   0.225
   -1.5   0.0   0.225
   -0.84   -1.5   0.15
   -1.5   -0.84   0.15
   -1.5   0.0   0.15
   -2.0   1.12   0.45
   -1.12   2.0   0.45
   0.0   2.0   0.45
   -1.5   0.84   0.225
   -0.84   1.5   0.225
   0.0   1.5   0.225
   -1.5   0.84   0.15
   -0.84   1.5   0.15
   0.0   1.5   0.15
   1.12   2.0   0.45
   2.0   1.12   0.45
   0.84   1.5   0.225
   1.5   0.84   0.225
   0.84   1.5   0.15
   1.5   0.84   0.15
   -1.6   0.0   2.025
   -1.6   -0.3   2.025
   -1.5   -0.3   2.25
   -1.5   0.0   2.25
   -2.3   0.0   2.025
   -2.3   -0.3   2.025
   -2.5   -0.3   2.25
   -2.5   0.0   2.25
   -2.7   0.0   2.025
   -2.7   -0.3   2.025
   -3.0   -0.3   2.25
   -3.0   0.0   2.25
   -2.7   0.0   1.8
   -2.7   -0.3   1.8
   -3.0   -0.3   1.8
   -3.0   0.0   1.8
   -1.5   0.3   2.25
   -1.6   0.3   2.025
   -2.5   0.3   2.25
   -2.3   0.3   2.025
   -3.0   0.3   2.25
   -2.7   0.3   2.025
   -3.0   0.3   1.8
   -2.7   0.3   1.8
   -2.7   0.0   1.575
   -2.7   -0.3   1.575
   -3.0   -0.3   1.35
   -3.0   0.0   1.35
   -2.5   0.0   1.125
   -2.5   -0.3   1.125
   -2.65   -0.3   0.9375
   -2.65   0.0   0.9375
   -2.0   -0.3   0.9
   -1.9   -0.3   0.6
   -1.9   0.0   0.6
   -3.0   0.3   1.35
   -2.7   0.3   1.575
   -2.65   0.3   0.9375
   -2.5   0.3   1.125
   -1.9   0.3   0.6
   -2.0   0.3   0.9
   1.7   0.0   1.425
   1.7   -0.66   1.425
   1.7   -0.66   0.6
   1.7   0.0   0.6
   2.6   0.0   1.425
   2.6   -0.66   1.425
   3.1   -0.66   0.825
   3.1   0.0   0.825
   2.3   0.0   2.1
   2.3   -0.25   2.1
   2.4   -0.25   2.025
   2.4   0.0   2.025
   2.7   0.0   2.4
   2.7   -0.25   2.4
   3.3   -0.25   2.4
   3.3   0.0   2.4
   1.7   0.66   0.6
   1.7   0.66   1.425
   3.1   0.66   0.825
   2.6   0.66   1.425
   2.4   0.25   2.025
   2.3   0.25   2.1
   3.3   0.25   2.4
   2.7   0.25   2.4
   2.8   0.0   2.475
   2.8   -0.25   2.475
   3.525   -0.25   2.49375
   3.525   0.0   2.49375
   2.9   0.0   2.475
   2.9   -0.15   2.475
   3.45   -0.15   2.5125
   3.45   0.0   2.5125
   2.8   0.0   2.4
   2.8   -0.15   2.4
   3.2   -0.15   2.4
   3.2   0.0   2.4
   3.525   0.25   2.49375
   2.8   0.25   2.475
   3.45   0.15   2.5125
   2.9   0.15   2.475
   3.2   0.15   2.4
   2.8   0.15   2.4
   0.0   0.0   3.15
   0.0   -0.002   3.15
   0.002   0.0   3.15
   0.8   0.0   3.15
   0.8   -0.45   3.15
   0.45   -0.8   3.15
   0.0   -0.8   3.15
   0.0   0.0   2.85
   0.2   0.0   2.7
   0.2   -0.112   2.7
   0.112   -0.2   2.7
   0.0   -0.2   2.7
   -0.002   0.0   3.15
   -0.45   -0.8   3.15
   -0.8   -0.45   3.15
   -0.8   0.0   3.15
   -0.112   -0.2   2.7
   -0.2   -0.112   2.7
   -0.2   0.0   2.7
   0.0   0.002   3.15
   -0.8   0.45   3.15
   -0.45   0.8   3.15
   0.0   0.8   3.15
   -0.2   0.112   2.7
   -0.112   0.2   2.7
   0.0   0.2   2.7
   0.45   0.8   3.15
   0.8   0.45   3.15
   0.112   0.2   2.7
   0.2   0.112   2.7
   0.4   0.0   2.55
   0.4   -0.224   2.55
   0.224   -0.4   2.55
   0.0   -0.4   2.55
   1.3   0.0   2.55
   1.3   -0.728   2.55
   0.728   -1.3   2.55
   0.0   -1.3   2.55
   1.3   0.0   2.4
   1.3   -0.728   2.4
   0.728   -1.3   2.4
   0.0   -1.3   2.4
   -0.224   -0.4   2.55
   -0.4   -0.224   2.55
   -0.4   0.0   2.55
   -0.728   -1.3   2.55
   -1.3   -0.728   2.55
   -1.3   0.0   2.55
   -0.728   -1.3   2.4
   -1.3   -0.728   2.4
   -1.3   0.0   2.4
   -0.4   0.224   2.55
   -0.224   0.4   2.55
   0.0   0.4   2.55
   -1.3   0.728   2.55
   -0.728   1.3   2.55
   0.0   1.3   2.55
   -1.3   0.728   2.4
   -0.728   1.3   2.4
   0.0   1.3   2.4
   0.224   0.4   2.55
   0.4   0.224   2.55
   0.728   1.3   2.55
   1.3   0.728   2.55
   0.728   1.3   2.4
   1.3   0.728   2.4
   0.0   0.0   0.0
   1.5   0.0   0.15
   1.5   0.84   0.15
   0.84   1.5   0.15
   0.0   1.5   0.15
   1.5   0.0   0.075
   1.5   0.84   0.075
   0.84   1.5   0.075
   0.0   1.5   0.075
   1.425   0.0   0.0
   1.425   0.798   0.0
   0.798   1.425   0.0
   0.0   1.425   0.0
   -0.84   1.5   0.15
   -1.5   0.84   0.15
   -1.5   0.0   0.15
   -0.84   1.5   0.075
   -1.5   0.84   0.075
   -1.5   0.0   0.075
   -0.798   1.425   0.0
   -1.425   0.798   0.0
   -1.425   0.0   0.0
   -1.5   -0.84   0.15
   -0.84   -1.5   0.15
   0.0   -1.5   0.15
   -1.5   -0.84   0.075
   -0.84   -1.5   0.075
   0.0   -1.5   0.075
   -1.425   -0.798   0.0
   -0.798   -1.425   0.0
   0.0   -1.425   0.0
   0.84   -1.5   0.15
   1.5   -0.84   0.15
   0.84   -1.5   0.075
   1.5   -0.84   0.075
   0.798   -1.425   0.0
   1.425   -0.798   0.0
   
This is the end of the vertex data for the teapot.

------

------------------------------

Posted-Date: Tue, 20 Jan 87 16:45 EST
From: Norm Badler <Badler@cis.upenn.edu>
Subject: the famous teapot - vertices (LONG MESSAGE -- PROGRAM INCLUDED)
Date: Tue, 20 Jan 87 16:45 EST


Forwarded From: "Hatfield, Lansing (Chip)" <hatfield@lll-icdc.arpa> on Tue 20 Jan 1987 at 14:53
Subj: part 2 of teapot code and data
-----
Date: 20 Jan 87 11:19:00 PST

This is the beginning of the vertex data for the teapot.

Patches ~ index: integer vertices: nats

-- rim
16       1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16
16       4  17  18  19  8  20  21  22  12  23  24  25  16  26  27  28
16       19  29  30  31  22  32  33  34  25  35  36  37  28  38  39  40
16       31  41  42  1  34  43  44  5  37  45  46  9  40  47  48  13
-- body
16       13  14  15  16  49  50  51  52  53  54  55  56  57  58  59  60
16       16  26  27  28  52  61  62  63  56  64  65  66  60  67  68  69
16       28  38  39  40  63  70  71  72  66  73  74  75  69  76  77  78
16       40  47  48  13  72  79  80  49  75  81  82  53  78  83  84  57
16       57  58  59  60  85  86  87  88  89  90  91  92  93  94  95  96
16       60  67  68  69  88  97  98  99  92  100  101  102  96  103  104  105
16       69  76  77  78  99  106  107  108  102  109  110  111  105  112  113  114
16       78  83  84  57  108  115  116  85  111  117  118  89  114  119  120  93
-- handle
16       121  122  123  124  125  126  127  128  129  130  131  132  133  134  135  136
16       124  137  138  121  128  139  140  125  132  141  142  129  136  143  144  133
16       133  134  135  136  145  146  147  148  149  150  151  152  69  153  154  155
16       136  143  144  133  148  156  157  145  152  158  159  149  155  160  161  69
-- spout
16       162  163  164  165  166  167  168  169  170  171  172  173  174  175  176  177
16       165  178  179  162  169  180  181  166  173  182  183  170  177  184  185  174
16       174  175  176  177  186  187  188  189  190  191  192  193  194  195  196  197
16       177  184  185  174  189  198  199  186  193  200  201  190  197  202  203  194
-- lid
16       204  204  204  204  207  208  209  210  211  211  211  211  212  213  214  215
16       204  204  204  204  210  217  218  219  211  211  211  211  215  220  221  222
16       204  204  204  204  219  224  225  226  211  211  211  211  222  227  228  229
16       204  204  204  204  226  230  231  207  211  211  211  211  229  232  233  212
16       212  213  214  215  234  235  236  237  238  239  240  241  242  243  244  245
16       215  220  221  222  237  246  247  248  241  249  250  251  245  252  253  254
16       222  227  228  229  248  255  256  257  251  258  259  260  254  261  262  263
16       229  232  233  212  257  264  265  234  260  266  267  238  263  268  269  242
-- bottom
16       270  270  270  270  279  280  281  282  275  276  277  278  271  272  273  274
16       270  270  270  270  282  289  290  291  278  286  287  288  274  283  284  285
16       270  270  270  270  291  298  299  300  288  295  296  297  285  292  293  294
16       270  270  270  270  300  305  306  279  297  303  304  275  294  301  302  271


{----------------------------------------------------------------------------}
{ The following Pascal procedure "Display_Patches" will draw a wire frame
representation of the patch data in the arrays "Ducks" and "Patches". The
loading of the data into the arrays is not shown. The following global
declarations are assumed: }
{----------------------------------------------------------------------------}
CONST
Degree      = 3 ;     { The degree of the Bezier'spline used }
Duck_Count  = 306 ;   { The number of control points "Ducks" }
Patch_Count = 32 ;    { The number of surface patches }

TYPE             
Duck_Type        = RECORD X , Y , Z : Real ; END ;            
                     { Each duck is a three-vector }
Duck_Index_Type  = 1 .. Duck_Count ;
Duck_Array_Type  = ARRAY [ 1 .. Duck_Count ] OF Duck_Type ;
Patch_Type       = ARRAY [ 0 .. Degree , 0 .. Degree ] OF Duck_Index_Type ;
                     { Each patch points to 16 ducks }
Patch_Array_Type = ARRAY [ 1 .. Patch_Count ] OF Patch_Type ;

VAR
Ducks       : Duck_Array_Type ;    { store ducks here }
Patches     : Patch_Array_Type ;   { which ducks go with which patches }
{----------------------------------------------------------------------------}
{ The procedure "Display_Patches" and its support procedures are given below. 
Note that the parameter "Steps" controls the granularity of the subdivision of
each patch for display. Try a value of 6 to start, then experiment. The 
procedures "Move" and "Draw" should be replaced with the graphics procedures 
appropriate for your system. }           
{----------------------------------------------------------------------------}
PROCEDURE Blend_Vector (D0 , D1 , D2 , D3 : Duck_Type ; T : Real ;  
   VAR Result : Duck_Type) ;
                                        
BEGIN { Calculate vector cubic Bezier' spline value at parameter T }
Result.X := D0.X*(1-T)*(1-T)*(1-T) + D1.X*3*T*(1-T)*(1-T) +
            D2.X*3*T*T*(1-T)       + D3.X*T*T*T ;
Result.Y := D0.Y*(1-T)*(1-T)*(1-T) + D1.Y*3*T*(1-T)*(1-T) +
            D2.Y*3*T*T*(1-T)       + D3.Y*T*T*T ;
Result.Z := D0.Z*(1-T)*(1-T)*(1-T) + D1.Z*3*T*(1-T)*(1-T) +
            D2.Z*3*T*T*(1-T)       + D3.Z*T*T*T ;
END ; { procedure blend_vector }
{----------------------------------------------------------------------------}
PROCEDURE Display_Curve (D0, D1, D2, D3 : Duck_Type ; Steps : Integer) ;

VAR                        { Find "Step+1" points on the spline and }
T, Step  : Real ;          { draw "Step" line segments
Temp     : Duck_Type ;

BEGIN
Step := 1 / Steps ;
T := Step ;
Move (D0.X, D0.Y, D0.Z) ;             { move to start of spline }
WHILE T < 1 + Step / 2 DO
   BEGIN                                                     
   Blend_Vector (D0, D1, D2, D3, T, Temp) ;
   Draw (Temp.X, Temp.Y, Temp.Z) ;    { draw line segment to next point }
   T := T + Step ;
   END ; { While t < }
END ; { procedure display_curve }
{----------------------------------------------------------------------------}
{----------------------------------------------------------------------------}
PROCEDURE Display_Patch (VAR Patch : Patch_Type ; Steps : Integer) ;

VAR
T    : Real ;
Step : Real ;
D0, D1, D2, D3 : Duck_Type ;   
                     { ducks for a particular constant U or V value }
BEGIN
Step := 1 / Steps ;
T := 0 ;
WHILE T < 1 + Step / 2 DO
   BEGIN                        { splines of constant U }
   Blend_Vector (Ducks [ Patch[0, 0] ], Ducks [ Patch[0, 1] ],
      Ducks [ Patch[0, 2] ], Ducks [ Patch[0, 3] ], T, D0) ;
   Blend_Vector (Ducks [ Patch[1, 0] ], Ducks [ Patch[1, 1] ],
      Ducks [ Patch[1, 2] ], Ducks [ Patch[1, 3] ], T, D1) ;
   Blend_Vector (Ducks [ Patch[2, 0] ], Ducks [ Patch[2, 1] ],
      Ducks [ Patch[2, 2] ], Ducks [ Patch[2, 3] ], T, D2) ;
   Blend_Vector (Ducks [ Patch[3, 0] ], Ducks [ Patch[3, 1] ],
      Ducks [ Patch[3, 2] ], Ducks [ Patch[3, 3] ], T, D3) ;

   Display_Curve (D0, D1, D2, D3, Steps) ;                                 
                                                                      
                              { splines of constant V }         
   Blend_Vector (Ducks [ Patch[0, 0] ], Ducks [ Patch[1, 0] ],
      Ducks [ Patch[2, 0] ], Ducks [ Patch[3, 0] ], T, D0) ;
   Blend_Vector (Ducks [ Patch[0, 1] ], Ducks [ Patch[1, 1] ],
      Ducks [ Patch[2, 1] ], Ducks [ Patch[3, 1] ], T, D1) ;
   Blend_Vector (Ducks [ Patch[0, 2] ], Ducks [ Patch[1, 2] ],
      Ducks [ Patch[2, 2] ], Ducks [ Patch[3, 2] ], T, D2) ;
   Blend_Vector (Ducks [ Patch[0, 3] ], Ducks [ Patch[1, 3] ],
      Ducks [ Patch[2, 3] ], Ducks [ Patch[3, 3] ], T, D3) ;

   Display_Curve (D0, D1, D2, D3, Steps) ;
   T := T + Step ;
   END ; { While t < }
END ; { procedure display_patch }
{----------------------------------------------------------------------------}
PROCEDURE Display_Patches (Steps : Integer) ;

VAR                     { "Steps" tells how much to divide up the patches }
Index : Integer ; 

BEGIN
FOR Index := 1 TO Patch_Count DO
   BEGIN
   Display_Patch (Patches[Index], Steps) ;
   END ; { for index }
END ; { procedure display_patches }
{ by Charles W. Grant, Lawrence Livermore National Laboratory }
{----------------------------------------------------------------------------}

------------------------------

From: Dale Gass <dalegass%dalcs%math.waterloo.edu@RELAY.CS.NET>
Date: 14 Jan 87 11:32:05 GMT
Subject: 3d animation for IBM-PC (LONG MESSAGE -- PROGRAM INCLUDED)


Here's an impressive three dimensional animation program I wrote for 
the IBM-PC.  It has had quite an evolution: originally written on an
Exidy Sorcerer, then an Apple II, and finally this souped-up PC version.
It is only about 8K long, but it does quite fast and smooth animation
of five objects simulataneously.

It is in UUencoded ARC format.  Enjoy...

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! CUT HERE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
begin 600 3d.arc
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end



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