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3. This technique is used in 3DShips to update displays as objects are added and viewpoints change but is also extremely important in animated programs The only animation in 3DShips is achieved when objects are translated within the program to place them correctly Therefore animation is not of great concern in this study 17 V USER MANUAL The interface of 3DShips was designed to provide the user with a simple and efficient means of custom construction of three dimensional naval vessel icons suitable for use in the CCWF simulator The use of numerous icons and popup menus was intended to facilitate this ease of use A WINDOWS When the program is initiated the user is presented with a view of four separate windows see Figure 5 1 and 5 2 As use of the program continues these windows are updated and redrawn A detailed description of each window follows 1 Icon Window The Icon Window is located at the top of the screen and is easily distinguished by the row of icons representing the basic options in the program This window comprises the main user interface Within this window all menu selections are with the right mouse There are eight icon blocks in the window With the exception of the last two icons by positioning the mouse cursor in the icon block and ciicking the right mouse button a user is presented with a pop up menu that depicts program options Proceeding from left to right the icons are 18 Coordinat
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5. 371 A Bergin Drive Monterey California 93943 John Maynard 1 Naval Ocean Systems Center Code 402 San Diego California 92152 Duane Gomez 1 Naval Ocean Systems Center Code 433 San Diego California 92152 James R Louder 1 Naval Underwater Systems Center Combat Control Systems Department Building 1171 1 Newport Rhode Island 02841 36 Thesis N22 cr Nagel JDShips rapid 3D icon generation for the Command and Control Work Station of the Future NY E 2 3DShips rapid 3D een NET T JS OE H Iag hi N NEA 1 as D e ut LIED A 0 A y po p Pi 5 e 9 E d P gt ET n E S 3 it Fo SUA E 1 1 b Es 3 0 1 6 ala LP weit dra mes Sey wae STE EE A TTS FIL FL li F ND vt NS Pp i ETE n 5 E b pr em gt ehe Hi n ME wa des d A 3 2768 000 NE a 4 E Hi 0 a 2 EE 1 k Eu Jap de se eten 3 o 1 da no 1 s a m R I be 14 s s x A 5 a o 0 s da 6 0 ipea n relata Re bep eda BODO Sey Mea OS Sa Sp 0 WE ater a us ker 1 por De 4 Wit ar TRE DUDLEY KN X LIBRARY E E 4 1 VM a a My Se 3 t c J 2 h LENT de y 2 J i a E ET e ies s B 5
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7. Hellenic Navy for getting me started with the basic format and organization of this project Without his help in laying the basic groundwork things would have progressed infinitely slower I also want to thank Lieutenant Steven Munson USG who developed the Object File Format OFF His insight and assistance in the beginning and his routines developed for use with the OFF were invaluable tools in making this project work Needless to say I must extend my greatest gratitude to my thesis advisor Professor Michael Zyda whose enthusiasn guidance and patience were boundless Without his introduction to graphics theory and the C programming language I would have truly found this project to be insurmountable vi I RAPID 3D ICON GENERATION A INTRODUCTION The need for rapid generation of three dimensional icons is a direct result of the development of real time three dimensional graphics simulators Research within the Naval Postgraduate School Computer Science Department s Graphics and Video Laboratory has produced a number of simulation projects each of which depicts vehicle platforms of one or more types All designs were implemented on one of the family of Silicon Graphics Inc IRIS high performance graphics workstations i e IRIS 3120 IRIS 4D 70G or IRIS 4D 70GT Ref 2 These simulators provide three dimensional views for the user from a vehicle platform and allow the user to interactively control various aspects of the
8. NAME OF RESPONSIBLE INDIVIDUAL 22b TELEPHONE Include Area Code 226 OFFICE SYMBOL Prof Michael J Zyda 408 646 2305 Code 1 DD FORM 1473 84 MAR 83 APR edition may be used until exhausted SECURITY CLASSIFICATION OF THIS PAGE A U S Government Printing Office 198 6 60 6 4 1 UNCLASSIFIED All other editions are obsolete Approved for public release distribution is unlimited 3DShips Rapid 3D Icon Generation for the Command and Control Workstation of the Future by Daniel Edwin Nagel Lieutenant Commander United States Navy B A College of Charleston 1977 Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE IN COMPUTER SCIENCE from the NAVAL POSTGRADUATE SCHOOL December 1989 Ji ABSTRACT The Command and Control Workstation of the Future CCWF project demonstrated the practicality of implementing a real time graphics display to provide a modern fleet commander with a realistic visual display of his arena of operations Ref 1 One drawback to that implementation is the limited number of vessel icons incorporated The primary goal of this study is to provide an interactive tool for the rapid generation of three dimensional ship icons suitable for use in the CCWF By centering the icon definitions around a standard object file format and providing a program that allows manipulation of these components to construct numerous complete ship icons from a limited base of shi
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10. 1 This performance capability was a driving force in determining icon complexity A INITIAL GOALS The primary objective in the design of 3DShips was production of complete ship icon files that are sufficiently distinct to allow rapid recognition and there icon files are stored in the standard object file format OFF used by the CCWF Secondarily but also of prime importance is that icon complexity is such that real time scenario display performance of the CCWF is not degraded to an unreasonable degree B IMPLEMENTATION Implementation of ship icon construction tool required that certain premises be estabiished first These premises were kept simple but provide the general guidance for the study First not just the final ship icons but all graphics definitions for objects that go into the construction of the vessel models have to be in a standardized file format The format chosen was one defined by prior research studies Ref 51 The specific format OFF is covered in more detail below Second the final composite vessel models should be of a level of complexity that allows easy and positive recognition of the vessel type being modeled yet not be so complex that an unreasonable percentage of the simulator s CPU time is 12 spent rendering the polygons for the vessel icons Although this is a very subjective number whose upper limit varies depending on the number of vessel icons in use at any one time and the hardware d
11. A 3 E DT O je a 0 D dr uS 1 ie CA e ve a rue E ra fo A 2 ef g s a a det de 1 DX ONT AES Ba MAS AAT rs gat er fo JODIE 2 x a fk 11 E ve L LI LI 1 P LIE Es BRA pit SARAHS ya Br Ut RORIS s g q 4 san PUTA y E E io 0 AU gt v g DA TITE PP P Bate VIA peer WES Det y Re M ec N E HE y bis itn ATELY HER TE jue Ara s a Y MH aN OR ag ate vt q 1 a sdv AR Hh Pr tS ate bes ti Nye Phe AT ts day M A Nea e ataSa A AA AA ANO O NG 8 P PARN tee ETT L ad at Dg weet etes m TD i xy Ly DE D UMS SUN Te t yet La ttem OE x sree atte LP p MS 5 H E La gt A E CV i2 7 e Hera Lay MSN E AIRn ERR a A pa E a t MA TIN uw i Res Y 24 2 ds VM S gt vz Dentes um ry Feet Be k E Lm ar Va dA ate GD Za TANTA ur E S ey Qs URE 3 A gh wr aan ir Se ss 1 X TEES zer nas Mr ons ef A td O P i uM PET a A TI kn d eg r SUM vo tes lt MES 1 NY HARI M pel AGNE i E E 4 fos 35022 m a N EPIS xe t r 3 ond CPUS i te y BEE tae stay i f AS gr n vira it qui i ze LS AA tug ey Am Me us E da ae dir Dun Pp tyve o E ML ya n 2350 rn arm SAN o 40 ba s t 1 Mate aes het 25
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13. TIME COVERED 14 DATE OF REPORT Year Month Day 15 PAGE COUNT laster s Thesis FROM 70 o 1989 December 43 6 SUPPLEMENTARY NOTATION Ihe views expressed in this thesis are those of the author and do not reflect the official policy or position o e Department of Defense or the U S Government WORK UNIT ACCESSION NO Hg COSATI CODES 18 SUBJECT TERMS Continue on reverse if necessary and identify by block number FIELO SUB GROUP 3DShips CCWF 19 ABSTRACT Continue on reverse if necessary and identify by block number The Command and Control Workstation of the Future CCWF project demon Strated the practicality of implementing a real time graphics display to provide a modern fleet commander with a realistic visual display of his arena of operations Ref 1 One drawback to that implementation is the limited number of vessel icons incorporated The primary goal of this study is to provide an interactive tool for the rapid generation of three dimensional Ship icons suitable for use in the CCWF By centering the icon definitions around a standard object file format and providing a program that allows manipulation of these components to construct numerous complete ship icons from a limited base of ship component files the flexibility of the current CCWF is enhanced 20 DISTRIBUTION AVAILABILITY OF ABSTRACT 21 ABSTRACT SECURITY CLASSIFICATION KJ UNCLASSIFIED UNLIMITED J SAME AS RPT I OTIC USERS Unclassified 22a
14. Weeks Gordon Kenneth Jr and Phillips Charles Edward Jr The Command and Control Workstation of the Future Master s Thesis Naval Postgraduate School Monterey California June 1989 Silicon Graphics Inc Tuning Graphics for Your IRIS 4D Version 1 0 Fichten Mark A Jennings David H and Zyda Michael J Meaningful Real Time Graphics Workstation Performance Measurements A Summary Report Naval Postgraduate School Monterey California November 1988 Harris Frank E Yurchak John M and Zyda Michael J Preliminary Work on the Command and Control Workstation of the Future Progress Report Naval Postgraduate School Monterey California August 1988 Munson Steven Alfred Integrated Support for the Manipulation and Display of 3D Objects for the Command and Control Workstation of the Future Master s Thesis Naval Postgraduate School Monterey California June 1989 Silicon Graphics Inc The Graphics Library User s Guide Version 1 0 Hearn Donald and Baker M Pauline Computer Graphics Prentice Hall Inc Englewood Cliffs New Jersey 1986 39 INITIAL DISTRIBUTION LIST No Copies Defense Technical Information Center 2 Cameron Station Alexandria Virginia 22304 6145 Library Code 0142 2 Naval Postgraduate School Monterey California 93943 5002 Dr Michael J Zyda Code 522k 10 Department of Computer Science Naval Postgraduate School Monterey California 93943 5000 LCDR Daniel E Nagel 2
15. default at program initialization is from 300 feet back The slider can be used to push the range back to allow larger icons to be displayed without being clipped off or to gain a perspective of the icon from a greater range 24 VI 3DSHIPS IMPLEMENTATION DETAILS A MANIPULATION OF OBJECT FILES All object files are written in the OFF Ref 5 To dynamically draw and manipulate these objects 3DShips takes advantage of many of the manipulation routines of Ref 5 The use of pre existing functions and routines requires an understanding of their design and often modification to tailor their functionality to fit a desired operation B COMBINE To have more than one active add object at any one time is confusing and difficult to control The most convenient programming approach is to have one add object and only bring in another when the previous object has been placed or discarded To place an object requires a combine operation while discarding an object is as easy as deleting its dynamic data structure Once a file has been read it is stored for dynamic use within 3DShips in an object_header structure Figure 6 1 Ref 5 p 24 To combine objects it is a simple matter of setting up distinctly numbered pointers and using them to link the drawlists of two object headers together After combining two objects the added object header is discarded and the program is free to bring in another object The newly 25
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17. platform s environment The series of simulators began with the Fiber Optically Guided Missile FOGM simulator The FOGM simulator allows a user to see a three dimensional view from a missile as it flies from launch to target There have also been implementations of ground sea and other airborne moving platform simulators With each successive project the implementations drew on and added to the features of predecessors and took advantage of advances in hardware and software capabilities to provide more functionality and options for the user Ref 3 pp 2 6 Within each simulator vehicle platforms have been individually constructed and included as an integral component of the simulator s functional code As such one limiting factor in each simulator s ability to depict the real world has been the programmers scope of the simulator s functional environment Only those platforms envisioned and constructed by the programmers are available to be used in simulation Addition of platforms other than those originally included requires a user to conceive and implement the object in programming language code so that it may be included in the Simulator s program code By providing an interactive tool that allows a user to custom design platforms that match the currently intended application a simulator goes one step closer to providing a more realistic depiction of the intended environment B OVERVIEW This study focuses on the rapid gene
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28. Tape if SANE NAAS e E mafe stark rs qit AA za d eth al shies a gt va E 43 1 aE Loe a en Vs Mi e 4 7 2 H3 11 YA E 2i u ae N Nt er PCR P OJ e ey E net nr A o AN TE epe Ni 1 be i A a de 3 er b ath A a 2 yet RRS AS oa ae ut t s DL Er 1 Sal A A ION a 1 1 as 3 q T0 Y k if E T 3 PUE 1 q Beg st rts oki VA Sela Sa a ee vekte M CUR A eal u RET PR Dium ate 8 RE a Ades a po M ARI ls AN Mass E hs BA Kur ap AA fa si NEO 4 ge Eye AA H 2 TL SG a v re 8 1 S ip ruis o y DR f4 ee 4 ai m af H xj MAE vite a m 8 rs Ze ted AMAR Pasta ds ve hri en ds Ta Tr oh 1 ern CC E DOE Stud EPI p er bea E PLS E i s EX EAT H EN a M VANS 4 TEM 7 NET du p vi 4 a y E d yes pe X 1 no RAY id ee LG MEAN m A CA LAE Liz Pe pr ob si ee a Ti 25 1 1 f CA JAR A LESS A AE ae fs ne E aro ri HS Tes a 9 r NUM 7 be 3 don e EN VA M uM ay d Pie ESL it Aerei o e CA ANA UE M ite His eet N l 2 Di EU CORE t TOSS A dies NA Sm TE eg 0 AT ater rid en he u Len Sh ape A tres ko 2 gi E Ped vm TIO area Ve ente fee L NIS mde NS ws Tera ev EE CEU Fe RE AAR D ENT CANER QUSE ew et tar am LAO el da H ea dS o 9 Van ce ay che 14 EPIO T P j AMO 4 fios an errs one 7 ITA RON D 2 E TS a gieta UE ICI v 2 fem y bra mio pet pf n IUD ate Wm gt AS valis ate 2 n k ee j NL ug urs deep 1 ee 4 fta ite Fr JU DEKAN c
29. ag to mark an object for either addition or deletion in the pointer structure the save routine determines whether an object file should be opened for appending to the output icon file To determine whether an object has been selected for deletion a square box is drawn by pickndelete s pseudo draw routine at each object s origin to define the pick area The dimensions of the picking region are assigned when an add object is combined with a base object The picking region is the equivalent of a square box 20 feet per side as measured in the world coordinates of the 3D Window E ROTATION Because an object ona ship is typically oriented fore or aft this routine is set up to only rotate an object a set angle 180 All transformations of add objects are structured in a similar fashion a temporary pointer is set up and each line polygon and surface in the add object structure is stepped through one at a time and transformed One difference in the rotate operation is that the add object is first translated to the origin and then the trigonometric 28 values for a 180 conversion about the y axis are applied The transformed object is then translated back to its original position F SCALING Scaling enables custom fitting an object to an icon In this transformation a scale factor of either 0 9 or 1 1 is applied to each line polygon and surface to achieve the desired size G TRANSLATION It is the translation that
30. allows an add object to be placed in the proper locality on an icon This transformation takes dynamic input by reading the current offset for an add object s position from valuator input received from dials 4 x 5 z and 6 y of the dialbox Figure 6 2 Input is converted to a world coordinate position for each respective axis and displayed in the Coordinates Window as well as being used to transform the add object s position H RANGE As implied in the general discussion of perspective views a change in range changes nothing but the point from which an object is being viewed By changing the viewpoing distance a user is allowed closer scrutiny of a small object or a full profile view of a large object 29 GUTT SOUT U NS 7 UT Figure 6 2 Dial Box The implementation of a slider to vary the range is handled in the following manner First a window is opened on top of the 3D Window and a slider bar is drawn within A bounding box over the slider bar in screen coordinates is used to determine if the left mouse is clicked to indicate a desired change in range Mouse position valuators are used to establish the desired change in range 30 VII SUMMARY A CONCLUSIONS LIMITATIONS AND FUTURE DIRECTIONS This study was prompted by the need for a design tool that could rapidly generate three dimensional ship icons suitable for use in the current CCWF The resulting design tool 3DShips is capable of rapi
31. at holds up to five different types of substructures nodes that define the physical display 15 characteristics of an object These nodes can contain the data that define the material color line polygon and or surface definitions for an object to be displayed Ref 5 p 23 The OFF was designed to be used in preview and modification tool applications Ref 5 p 23 so its dynamic structure facilitated ease of use in the design tool for three dimensional icons For a complete discussion of OFF see Ref 5 C ADDITIONAL GRAPHICS TECHNIQUES Two important IRIS graphics utilities are used in 3DShips to provide accurate and updated displays As before they are resident in the IRIS Graphics Library and hardware Z buffering by tracking the z value for each filled pixel on the screen and drawing those that are farthest first and closest last three dimensional objects can be drawn displaying only those lines and polygons that depict the surfaces that would be seen on an actual object Ref 7 pp 262 264 In other words hidden surfaces are eliminated as an object is drawn Double buffering this graphics technique divides a systems standard bitplanes in half so that while half are used to display an object front buffer the other half can be updated unseen back buffer to be displayed when needed This is a cyclic process where the front and back buffers are 16 continually swapped as a display is updated Ref 6 p 6 1
32. d for three dimensional icon generation is discussed Chapter III covers the premises and goals of the study In Chapter IV general implementation topics including hardware based graphics support and file format are covered Chapter V is a user s manual The specific implementation for 3DShips is covered in Chapter VI and the limitations and future directions are the subject of Chapter VII II SIMULATOR BACKGROUND In order to fully appreciate the need for the rapid generation of three dimensional icons for the CCWF it is important to first understand what is meant by an icon in the context of this study Simply stated it is a graphic symbol that easily conveys the idea of the object it is meant to represent Secondly understanding the design and evolution of the simulator gives the full insight into the need for such icons A SIMULATOR EVOLUTION The CCWF evolved from a long line of real time platform Simulators The need for such simulation devices is driven by the ever increasing costs involved in operating in the actual environments that these devices are designed to emulate as well as the added safety factor for personnel and equipment that need not be unnecessarily exposed to hazardous operating conditions The CCWF was a logical follow on to the research involving aerial and land based simulators that depict movement on or above a strictly terrestrial environment Ref l p 4 The CCWF system presents accurate three d
33. d with current information This reasonable update rate does not have to provide the appearance of fluid motion in order to display real time information and retain the functional utility of a real time simulator 10 CCWF Performance Table View View Frames Polygons Draw Method Angle Distance Polygons per sec per sec Grid Square 45 5 000 1 531 5 8 8 880 Mesh 45 5 000 l 534 10 0 15493410 Grid Square TS 5 000 863 10 6 9 148 Mesh 15 5 000 863 16 4 14 153 Grid Square 45 7 500 1 786 4 9 Sl Mesh 45 7 500 1 786 9 6 179936 Grid Square LS 2508 947 9 9 9 375 Mesh 75 7 500 947 1 14 773 Grid Square 45 15 000 2 790 Suite 9 207 Mesh 45 15 000 2 790 5 9 16 461 Grid Square 15 15 000 1333 72 Ss eke Mesh 15 15 000 1 333 151536 15 063 Grid Square 45 20 000 341192 2 522 8 210 Mesh 45 20 000 5 2 d 16 047 Grid Square 15 20 000 19675 D 8 878 Mesh 15 20 000 142675 I 0 157075 Figure 3 1 CCWF Performance Data Because the value of the display for the CCWF depends primarily on the volume of real time scenario data that can be displayed and updated there is a necessary limit to the amount of detail that can be included for each ship icon The IRIS 4D 70GT is a state of the art graphics workstation capable of an advertised performance of 40 000 Gouraud shaded lighted four sided second polygons per performance statistics are obtained with proprietary methodology and actual performance is dependent upon display complexity Ref Zei 3 DP
34. define the OBJECT HEADER structure type typedef struct object header OBJECT HEADER struct object header ptrs to head double ptr double ptr ptrs to head double ptr double ptr ptrs to head double ptr double ptr ptrs to head double ptr double ptr ptrs to head double pes double ptr ptrs to head double ptr double ptr ptrs to head double ptr double ptr ptrs to head double ptr double ptr project char title char date float origin 3 float maxx minx maxy miny maxz minz and and and and and and and and Figure 6 1 main head node for the object title date of object file object origin max and min x y Z coordinates of the polygons or surfaces of the object tall of list of light definitions head lightdefs tail lightdefs tail of lighting model definitions head modeldefs tail modeldefs tail of material definitions head materialdefs tail materialdefs tail of color definitions head colordefs tail colordefs tail of line definitions head linedefs tail linedefs tail of polygon definitions head polygondefs tail polygondefs tail of surface definitions head surfacedefs tail surfacedefs tail of list of draw routines head drawlist tail drawlist Object header Data Structure 26 combined object is a part of the base object s drawlist but the numbered poin
35. dly generating a single file containing the definition of a complete ship icon that was constructed from numerous input files This generated file s format is identical to that already used for defining ship icons in the CCWF 1 Ship Complexity The complexity of a created ship icon is equal to the sum of the complexity of the individual components that make up the total icon structure There is no limit on the total number of polygons and or lines that can be included in an icon s design If a user so desires up to 100 components of varying complexity can be added For this study the components for only one ship class are included in the design tool an FFG 7 class frigate When constructed in proper configuration this model is comprised of 330 polygons and eight complex line definitions Although this slightly exceeds the subjective maximum goal of 200 300 polygons there is an unnecessary amount of detail included in many of the smaller object definitions that only becomes 31 justified when an object is scaled to an unnecessarily large size 2 Importing Files and Naming Files All ship hulls and object file definitions are hard coded into the design tool and all output ship icon definition files are numbered in succession as they are written i e Shipl object Ship2 object etc A more convenient and flexible approach would be to allow the user to interactively request object files and name output files as they are created fr
36. es Window View HI Window Dimensional Window Slider Bar Note if through i8 are Icon Menus Figure 5 1 Window Identification Armament see il Figure 5 1 Hulls see i2 Figure 5 1 Superstructures see i3 Figure 5 1 Masts see i4 Figure 5 1 Select Ships see i5 Figure 5 1 Control see i6 Figure 5 1 Scale Up see i7 Figure 5 1 Scale Down see i8 Figure 5 1 19 IRL 7 mazat sy Canit th Sen RO 2 Rens Y Karin WE E Y A 7 o 7 Figure 5 2 3DShips Display a Armament Armament allows the user to select any available armament to be added to the vessel platform being constructed Armament is considered to be an auxiliary or add on object not a main structure As many auxiliary objects as desired can be added to a construction however one must be combined with the existing object before another can be added b Hulls Hulls also allows the user to select any available hull type to be built upon Hulls are considered to be a main or base object and as such only one is allowed to be built upon at a time 20 c Superstructures and Masts Superstructures and masts are the next two icons and are also auxiliary objects They are handled and treated the same as other auxiliary objects d Select Ships The ship selection icon provides a listing of predefined ship structures and current user customized vessel platforms All of these pla
37. imensional views of movement through a marine environment from either a surface or a subsurface vessel Ba DEVELOPMENT AND USE OF THE CCWF Since accurate submarine terrain data were unavailable a terrain database was constructed using Defense Mapping Agency geographic data on islands in the Sea of Japan Once this database was complete the islands were artificially sunk to provide a sea surface over known terrain Areas that mapped bodies of water were considered deep water inaccessible to the submarine platforms of the simulator Once the program is entered a full view of the desired map area is presented to the user with an overlay of grid squares Figure 2 1 These squares provide a wide range of choices for the placement of vessel platforms and choice of initial operating areas The user chooses from a menu of ship types and where within the chosen grid square to place it Figure 2 2 This interaction continues until the user has placed the desired number of platforms in all the desired grid squares When a user chooses a platform to drive the simulator provides a three dimensional view from the chosen platform and provides for interactive modification of its performance Figure 2 3 That is to say the platform s course speed and depth if it is a submarine platform and the viewer s perspective i e looking forward left right etc Once a platform is chosen operation is unrestricted within the confines of the map
38. isplay capability vessel models of 200 300 polygons seem to offer a satisfactory compromise between graphic accuracy and system performance for the IRIS 4D 70GT With only two simple premises to guide the direction of the study great flexibility was available to pursue this project With no other restrictions various implementation techniques were attempted with the choice going to that which produced the best results 13 IV GENERAL TECHNIQUE TOPICS A LIGHTING The perception of objects in the real world is dependent upon a number of factors including the color location and direction of the light source illuminating the objects the color and surface properties of the objects themselves and the position and viewing direction Also the objects used to portray the components of the vessel models in the design tool are totally defined by a jigsaw puzzle of flat sided polygons In addition to these two facts of life the file format used to specify all the objects displayed in the vessel design tool included lighting facilities of the IRIS Ref 6 p 9 1 Consequently a simple lighting calculation was required to permit use of the file format and provide the shading of polygons to give objects a more smooth and realistic appearance For the IRIS hardware to compute the lighting of a polygon a surface normal vector must be provided for every polygon defined This normal is used in a Lambert s cosine model and Phong model for ligh
39. lifornia THESIS 3DSHIPS RAPID 3D ICON GENERATION FOR THE COMMAND AND CONTROL WORKSTATION OF THE EUTURE by Daniel Edwin Nagel 18008 December 1989 Thesis Advisor Michael J Zyda Approved for public release distribution is unlimited 1247956 UNCLASSIFIED CURITY CLASSIFICATION OF THIS PAGE REPORT DOCUMENTATION PAGE REPORT SECURITY CLASSIFICATION 1b RESTRICTIVE MARKINGS UNCLASSIFIED SECURITY CLASSIFICATION AUTHORITY 3 DISTRIBUTION AVAILABILITY OF REPORT Approved for public release distribution is unlimited DECLASSIFICATION DOWNGRADING SCHEDULE PERFORMING ORGANIZATION REPORT NUMBER S S MONITORING ORGANIZATION REPORT NUMBER S NAME OF PERFORMING ORGANIZATION 6b OFFICE SYMBOL If applicable Code 7a NAME OF MONITORING ORGANIZATION aval Postgraduate School Naval Postgraduate School ADORESS City State and ZIP Code 7b AOORESS City State and ZIP Code onterey California 93943 5000 Monterey California 93945 5000 NAME OF FUNDING SPONSORING ORGANIZATION 8b OFFICE SYMBOL if applicable 9 PROCUREMENT INSTRUMENT IOENTIFICATION NUMBER ADDRESS City State and ZIP Code 10 SOURCE OF FUNDING NUMBERS PROGRAM PROJECT TASK ELEMENT NO NO NO 1 TITLE Include Security Classification DSHIPS RAPID 3D ICON GENERATION FOR THE COMMAND AND CONTROL WORKSTATION OF me FUTURE i 2 PERSONAL AUTHOR S lagel Daniel E 3a TYPE OF REPORT 13b
40. m seht fo OF IES sett 4 3 NY decies rd Pob doors f ted Nr Le ER A vi Tu M ps 1 od NEU PE e ern iw E RAGE ge BE E r m ZI ae Cr Ba ty ne ara A 4 e IP e HER i rip rset tater LA cara Bp 19 Prva M M 1 v 7 CRI BESAT t eva ui vay api ae prt AED SIS e osa SEES OM Diet eide E des FAA Ee ete etnias 4 OY A Minati 4 PAA VER SE n t T Tit WANT es ARP CE FAR i AS ifs io Ve Lent bd INTR ers Part E An nh ID A 4 GUNG KR HR t mos piip ig TS da Maer a RSS MUT De egge si h OE PETR ea rue H EA 4 UY 7 Tay Rj M A S PT Du fs MSN 15 0 at 44 PS SK PETS p 2 ae Jp dun Ei Aa dra SOM T Wm Selma wate i REPRES Pe NAH VIA SMS sr H 5 ace PE ET CDM ie M i H A PR i ue tai Tet f S HAR ur Y 14 1 ON p MU G ar VIS 0 NN F e peers Nt C T xd EO ps AR 7 en ree m le mh rte Mn H Eno NIS pes RU A AC A Do Fi dd ete qu 4 H fer ing tea p Sha ART e Kae x Hoe SES Pedo amp fen e DAC MESI PR Ty DR pe REN STP JE SLE N RIG I Re va Meg r ee ET A SRSA IUIS Se D Yd i H 1 oh aie m M 2 Deren vs A bec ete we eq Aw TM SEEMS Vs Nog A A re RR AT weet Sy wu IRH MES re qe E RED rl RA mie rro run uen O se loce yl Cep ne De 2 tg NOE MEN ME CAES ARO Gee RL NAHEN s ists PETER A rye E
41. med to be the center of the object All add objects ship components to be added to main hulls are drawn at the location of the x Y 2 coordinates displayed in the Coordinates Window All objects are scaled in feet plus or minus from the origin on each axis Constructing the Code Experience shows that the most effective coding follows a logical sequence The following is a proven sequence for the construction of an object file First make a drawing to depict all polygons and lines that define an object More than one may be necessary to show all sides 33 ON Define the coordinates in feet from the origin for each point that will make up the object Use RGB color to define the color for each object and determine a material definition i e emission ambient diffuse specular and shininess qualities for each object part of an object Combine code into a file of the same format as an existing object file Adding Files to 3DShips Files must currently be hard coded into the program of 3DShips To do so the following steps must be taken Modify file qtest c by searching the word MOUSECLICK IN ICON and then add your object s file as a new case Each new case added must be supported by a pop up menu definition that can be found in the file bsaux c by searching for the comment ICON MENU DEFINITION Nested Rollover menus may be required as selections become more numerous 34 LIST OF REFERENCES
42. om within the design tool 3 Weapons The current CCWF has weapons packages that are linked with specific icon types and one operational weapon platform This weapon storage within the CCWF allows for inclusion of a path file or a pointer to a guidance routine Ref l pp 86 87 Although the design of a weapon platform icon is no different than any other object design the ability to include a total weapons package that is dependent upon icon design and has a corresponding guidance routine accessible is a complex issue 4 Control Surfaces A future goal of the CCWF is to include the ability to interactively control the control surfaces of icons as they are operated Ref 1 p 87 Should this feature be added to the CCWF 3DShips would likewise need to be modified 32 e APPENDIX CREATING A NEW OBJECT FILE Premises of 3DShips To create new object files it is not only important to understand the Object File Format OFF but also other premises that 3DShips was designed around The following are the basic premises 2 At program initialization the default draw point is located at coordinates 0 0 0 0 0 0 The initial lookat viewpoint is 300 feet away from the object By default all base objects main ship hulls are drawn with their origin at coordinates O0 O 0 Additionally it should be noted that the origin is the center of the hull at the waterline Origins for objects are assu
43. p component files the flexibility of the current CCWF is enhanced iii Il TIE IV VI TABLE OF CONTENTS RAPID 3D ICON GENERATION A INTRODUCTION B OVERVIEW C CHAPTER SUMMARY SIMULATOR BACKGROUND A SIMULATOR EVOLUTION B DEVELOPMENT AND USE OF THE CCWF METHODOLOGY A INITIAL GOALS B IMPLEMENTATION GENERAL TECHNIQUE TOPICS A LIGHTING B FILE FORMAT C ADDITIONAL GRAPHICS TECHNIQUES USER MANUAL A 9 WINDOWS SHIPS IMPLEMENTATION SPECIFICS MANIPULATION OF OBJECT FILES COMBINE PICKING ROTATION SCALING iv 10 12 12 14 14 Lo 16 18 18 25 25 25 27 28 28 29 H RANGE VII SUMMARY ER ee Q uo Ic BIDD ANT A CONCLUSIONS LIMITATIONS AND FUTURE DTRECTIONS APPENDIX CREATING A NEW OBJECT FILE EST Or REFERENCES gt INITIAL DISTRIBUTION LIST IHT 29 29 31 S 33 35 3 6 ACKNOWLEDGMENTS I would like to thank Lieutenant Dionissis Antonopoulos
44. ped area and does not prevent any vessels from traveling from grid to grid Figure 2 1 CCWF Grid Squares Display 27 I X g LAU Gy Zu ZAK Ws 7 Ze N Figure 2 2 CCWF Vessel Placement Display ZA gj 700 bie ZN DU A A HU I A AD 2 77 ado PP P M JP PG DYP ee Mio Yi 7 Figure 2 3 CCWF 3D View from Bridge of Vessel III METHODOLOGY The CCWF is as sophisticated a simulation as any produced to date in the Graphics and Video Laboratory at the Naval Postgraduate School The graphics techniques and methods utilized in the implementation provided the basis for the interface used to design the vessel platform icons Three dimensional scenes are displayed using filled polygons to approximate curved surfaces It follows that generally as the number of polygons increases curved surfaces will take on a smoother appearance Likewise the detail of a picture can be increased by using more and smaller polygons The major liability of this approach to displaying animated objects is the proportionally longer time it takes the hardware to complete the picture proportionally slowing the animation Real time animation is considered to be approximately 30 frames per second Ref 4 p 43 Although the CCWF falls well short of this performance evidenced by CCWF performance data in Figure 3 1 Ref 1 p 79 a reasonably real time update rate is a must to insure the user is provide
45. pick mode must then be reentered Rotate If selected this option will rotate the current add object 180 Exit Program Self explanatory returns control back to the operating system f Scale Up and Scale Down These are the only icon blocks that have no pop up menu associated with them Their function is simply to scale the current auxiliary object up or down respectively by a scale factor of one tenth for each time the right mouse is clicked when the mouse cursor is located in one of the icon boxes 2 Coordinates Window The blue coordinates window is located in the upper right hand corner of the icon window This window maintains an updated location of the origin for an auxiliary object as it is translated and moved about By default if no auxiliary object is present it maintains the location of where the origin will be when the next auxiliary object is brought in This origin location is always relative to the origin of a base object whose origin remains constant The origin for the base object in the three dimensional window is located at zero X zero y and zero 2 The coordinates are manipulated via control box dials four five and six Dial four controls movement along the 2 22 axis dial five controls movement along the x axis and dial six controls movement along the y axis At program start up the default coordinates are 0 0 0 0 0 0 Manipulation of desired coordinate position can be done at any time and doe
46. ration of three dimensional icon platforms for the Command and Control Workstation of the Future CCWF a real time simulator for surface and subsurface naval vessels Ref 1 The CCWF is one of the latest generation simulators designed at the Naval Postgraduate School and lends itself to modular decomposition of its icon platforms more than any of the other designs This is mainly attributable to many naval vessels sharing Similar hull designs superstructure components and other auxiliary structures Being one of the most current designs the CCWF also exhibits a high degree of exploitation of the hardware and software features and capabilities of the IRIS 4D 7OGT The design tool is called 3DShips and objects used to construct the 3D icons are referred to as either base objects or add objects The term base object refers to a hull or ship icon that is to be built upon These objects are of a fixed size and are exempt from scaling operations as well as other Manipulation Base objects form the center of operations around which add objects are manipulated As implied add objects are auxiliary objects that are used to complete the construction of a ship icon C CHAPTER SUMMARY The study of three dimensional icon generation involved the study and understanding of previous research with use and modification of many aspects of that previous work as well as independent work In Chapter II the real time simulator background and the nee
47. s not require an auxiliary object to be present 3 Three Dimensional Window The three dimensional window is the main display window and as its name implies it is the only three dimensional viewing window in the program Its displays the desired vessel platforms in three dimensions and allows the user to use viewing transformations to view the construction from different angles to get an overall view Viewing transformations are invoked through pop up menus which can be called by placing the mouse cursor anywhere in the three dimensional window and clicking the right mouse button Options for the transformations are Moving the viewpoint up and down along the y axis Moving the viewpoint around the vessel on the x and 2 axes Moving the viewpoint in and out along the z axis These transformations can also be combined for a cumulative effect 4 Top View Window The top view window is a two dimensional viewing window that is used to provide visual alignment cues to complement the coordinates in the coordinates window This 23 window enables the user to gain a rough placement for objects by having a polar view directly down the y axis from above The viewpoint for this window never changes and there are no pop up menus associated with this window 5 Slider Window The slider window is drawn on top of the 3D Window and depicts a single vertical slider bar This bar is used to interactively change the lookat viewpoint range The
48. t i OW pd T s Sri tS LA PLE SN D 434 SEE Paz spa ree va d ner NUS tlc 2 E RR VE ED s rget A Ro VU a RE gt A SKILL Pt Se ar CD ee DE duc ee da Tim COMER doner i dug a Er PARA ae e AS rro ES Bet De E DEEP M AU iens pts enn ne mr m Do M o PALO E REN Td fmi d g op Vot at pws ES ae padle rer SR 35 Ss 2 20 M A vane E one OUR EN amp 6 vi I m n RA i d SAM dreg EIER tT Sure er Hed ER nk neg po a ees i A a e a re RU VENNE Sm po m gt ES f MEC Mese Von ba ee PEN ics MS e post e wag EN the Ghar e aaf er ne rar du 9 ENE a a ito AM SA eos AERIS T qu Lu aid Oe gy AR m 0 q oo p TA S EA ar min TN r mm e vos t ve K E M H QD N 3 ra n q ds e TE d sey Bra zo Me k RA oh A E pr s aber Nee EH ANS ERES de ver et a e ay TENT aT AR SE Re Gat SE Na UPAR ny nt re ve To if ME iV ADSL oe xi T z M ERST rt AA UM RS us er a 2 n 1 ons UD ne Ju ode RS y vis hee te ar AME cmd past pt qn epee 23 1 H 1 Se y 5 e gt a T Ba TED AA N WEG ANCUS A b O TE T M Pia uny rg em e PRI Ade PERS tius wy e t d 5 t ee f e Af DE re t e BE wF Ct pA OO is eh e De Pe ya 5 Er ur a y Tue nea Tes A ey EX JE 9 Um AB aja ss af RTT a EA A PR st 4 7 3 MI m NP DEO Ae T A1 Y BEALI UT 7 ae 0 e of ls ol Ta 7e 4
49. ter structure retains the object s file name This filename is needed when a composite base object is saved Come STORE The store operation is the most permanent type of combining operation With a store the dynamic structure holding a created icon s definition is converted to a permanent ASCII object file Once this file is created 3DShips can still access and modify the icon but if stored again the modified icon is stored in a separate and distinct object file To store a completed icon ina file it is necessary to individually read each file for an object that has been added to an icon and is to become part of the new composite file This is required because all comments from the files are discarded as each is object is brought into 3DShips for display These comments are retrieved as each file is reread during the store operation Modifications such as translations and new scale factors are obtained from the base object s drawlist The base object followed in succession by each added object is appended with its modifications such as translations and new scale factors are obtained from the base object s drawlist The base object followed in succession by each added object is appended with its 27 modifications and original comments to the new composite icon text file D PICKING Picking is accomplished using the pointer structures that were created for the drawlist during the combine routine By including a fl
50. tforms are considered a base object and as such can be further customized by the user e Control The control icon contains a menu with most powerful options in the 3DShips program The following provides a brief description of the functionality of each menu Option Remove Base Object Deletes the currently drawn base object and all components that have been added thus far to allow a new base object to be brought in and built upon Remove Add Object Deletes the current add object that is being manipulated so that a new one may be brought in Combine Objects Combines the current add object with the current base object making that combination the new current base object Without a combine or a remove of an add object no new add objects can be brought in Save Saves the current base object and writes it out as a permanent single file of the composite base object The file will have the name Shipl new Ship2 new etc Pick Puts the 3D window in the pick mode to allow a user to select any add object that was previously combined with the base object and delete it When pick is selected the mouse is used to place the cursor on the center of the object to be deleted and the middle mouse button is clicked Once picked an object will no 21 longer become a part of the permanent Save file if that option is selected If a pick misses the object the message buffer will display Nothing picked and disappear The
51. ting the polygon Ref 7 pp 278 280 When many polygons are used to construct an object a lighting calculation must be utilized to provide an averaging of surface normals for each vertex where polygons intersect in 14 order to Gouraud shade across the adjacent polygons In addition the incidence and reflection of ambient light nondirectional light that arrives from and is reflected in all directions simultaneously must be accounted for All of these factors are handled by a hardware resident lighting model of the IRIS workstation that interprets the simple lighting calculation included in the program code as a command to use the system s default lighting parameters Ref 6 pp 9 1 9 9 B FILE FORMAT 3DShips was implemented with a design that expects every object displayed in the icon construction process to be in a standard ASCII text based file format This format was modeled around the IRIS lighting and modeling facilities and is suitable for specifying objects in any of the series of real time three dimensional visual simulators designed in the Graphics and Video Laboratory at the Naval Postgraduate School as well as most other application prograns for an IRIS workstation This object file format was implemented to display objects that take advantage of the advanced graphics capabilities of state of the art graphics hardware and software As currently designed the OFF consists of a dynamically allocated data structure th
52. ues LEG Kajin id A AA Gia levra a b s Po SJ RS al in eng NS PA HER NEE OD A 1 9 UE 0 A Ada Kan LENA AX RIS D k uer PEE y y 1 tt A oe fs a v y D f l at A TIE Vi Harn 1 A a hfa wek Qe Pe i4 ne 2 a rakk Ee see d DEL SE hp Kva At EI U Y e 1 E 28 nt q ES m r uch a UNA vai Fares 2 8 w fist AS ST A 2 3 ATUS i e s X E 0 OS gt a JA V T ver ie E Ai T 5 A yo i NI E ES E vira ah ves Saal y CNR kinn Kite pa atte 7 ok i EN ee verre 1 oe paces se 5 ine BEAN D cat an a Tha uum ANXIE s T Ar ANE KNE LON 4 5 AOT E y Pyle ce 2 min phe Pis fre fre KE Ni M aW XA vi A Sia On a 0 1 har whe da Hal He ne 1 ut S Migi m F Wow IT pue CODES n SEM di QAM SE TRAE pls LAU MEAS nd o 3 IM Ushi Ms a q vat Ab o4 gt m a Sea a 1087 AT Pew P 2 e eee Ser NOH UE M DNA Pian AER i 1 NH AO Ue AU AE e 0 e H ae 1 3 ped 2 as 0 a e Te men reg v EN HE RU er BEER GS 1 IE ee ee yr sete ae day ate ee lie is oh Be A fa farol mage PLANT VS Lat uos T ee IS q Ion A y As Ser Moth 4 T ist 976 Met pe buen us a ts AGA ERA Qaa ALO Aare nun t bt ME Mt v m Eum ea 2 ne ad Yaf HUA 7 ao for V T Ada LG Via ME 53 ia EA ary OPT MA PO Eid ker LRO VET 4 EA ae 4 k E aa md 3 Meri vi
53. vs 1 L L4 I4 P i H L Ned 3 UN UR eS 4 4 0 in M ur 6 i wer Tve E aes SEV h tae o E a Vr hr view Se BEN a SERBIEN TM RIS MESSER Tt meet A x An E e a et P i T Y pre 205 ous oe a DA M i d 7 he pa O A md v V UE 4 9 oA NYE KD Y rs In sag TAS Am Es i aent A ess an nom E s 4 we yh La rat Tua Ta Aet rtv ee e DEE 4 NS m r mes AN Erz x ar e US Yd e si id Wu rr OG ONG 1 v mt SUM OE We ee re VF eS E n q X f es ILE NEN t ou y LET 0 tres Sa Fy es ch t KO 3 ES poa E Pie an TER T ar COT Hp ner re ed P ae gt E 3 TOME AL 2 ane t M 2 gt va e free AN RIAS KE TS en TO EL q e wi AES WA ar a ved 020 Ae yr pa 9 Y Fee Ug Rn I PE 4 1 E KG i H T H4 rv pe A DEA 2d fis PORA NE 4 EC KEPA Nr ef Ga ie DN E AM Sn ma o Y 1 E ERR ETE 21 sn 3 E AA n J ta ge em oar v E AA BEN werte Ror t ens ma gt e Y 1 i As vr E p t A A gt 4 i H a amp L yv Pa p gt a RE i 14 4 se un E e n ES x 0 1 R A 5 i y at 5 elie E 1 2 s LO 1 P MG DEG I 7 t E H Y Ds t t dn 3 u 1 1 ws ho 4 hoe L NAVAL POSTGRADUATE SCHOOL Monterey Ca
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