| Q&A |
Deep
Creator 2.3
Phillip Trotter, Product Manager
Right Hemisphere, December 2006 |
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"Combining
the different lighting techniques from light maps, real
time lights and real time shadows enables highly realistic
scenes and applications as shown in this image to be
created easily in Deep Creator."
<
Right Hemisphere Deep Creator |
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| Q1 |
Could
you please give a brief presentation of Right Hemisphere's Deep
Creator. |
| A1 |
Deep
Creator™ is a powerful authoring application to create
interactive 3D environments, simulation and visualization
applications for training, support sales and marketing communications.
Deep Creator has an integrated unified development environment
which includes:
- 3D modeler and 3D Scene composition tools,
- event animation and key frame animation authoring tools,
- user interface widgets
- a powerful scripting engine
- real time physics engine
- texture creator and UV tools
- pixel and vertex shader authoring
Deep
Creator’s unified workflow and what you see is what
you get (WYSIWYG) authoring environment enables media developers
to focus on content creation and application development rather
than using multiple software packages to create their interactive
3D application.
Integrated workflow with Right Hemisphere’s Deep Exploration
and Deep Server products based on the RH file format enables
Deep Creator to be used with repurposed CAD data (via DE/DS)
and DCC data from applications like Max and Maya.
Deep Creator’s in build modeling capabilities facilitate
creation of new models and content where other data does not
exist or is not available.
Deep Creator 2.3 (to be released on 20th December 2006) provides
support for publishing output to web viewer, executable, single
screen passive stereo, larger area mono- power-wall presentations.
Deep Creator is priced at $1995 and available from www.righthemisphere.com |
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| Q2 |
Deep
Creator can import a large range of 3D formats, do you plan
to add Collada or FBX? |
| A2 |
Deep
Creator currently supports over 30 3D file formats for direct
import. When used in conjunction with Right Hemisphere Deep
Exploration, the right hemisphere workflow supports over 80
file import formats supported including all leading CAD e.g.
Catia, ProE, and digital content creation applications.
Right Hemisphere’s support for COLLADA and FBX will first
appear in the next version of Deep Exploration available in
Early 2007. Data exported to Collada or FBX file formats can
be converted with this version of Deep Exploration to the RH
file format supported by Deep Creator and imported. Direct Collada
and FBX support are planned for Deep Creator in mid to late
2007. |
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| Q3 |
Is
it easy to create interactions with 3D objects using Deep Creator? |
| A3 |
Creating
interactions with Deep Creator is extremely easy and requires
only a few mouse clicks.1. Simply select the object in the scene
Objects tree you wish to add interactivity to
2. Select the Objects animations property tab, and press the
Add animation button.
3. Choose the interactive animation you wish to apply from the
pop up menu. That’s
all there is to it.
Once
the animation has been selected and the animation properties
set to what you want, simply press play on the main toolbar
– and you can interact with your object. |
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| Q4 |
There
are several ways to illuminate the scene : lightmaps, lights,
realtime shadows. Could you please present the different ways? |
| A4 |
Light
maps and textures
Light maps and textures are used to bake in lighting to a
scene and great for including shadows for non moving objects.
Light maps help deliver realism in large environments. Light
maps can be generated in Deep Creator or imported from Deep
Exploration or 3rd party tool such as Max or Maya.
The following images show the impact of using light maps and
textures together in increasing visual realism for visual
simulations and presentations. The light map and scene was
imported from Autodesk 3DS Max.
Lights
The
Deep Creator light model generalizes light into two types:
ambient light, and direct light. Each has different attributes,
and each interacts with the material of a surface in different
ways.
Ambient light is light that has been scattered
so much that its direction and source are indeterminate. The
indirect lighting, used by photographers, is a good example
of ambient light. In Deep Creator ambient light is a property
of the scene and is set in the scene settings dialogue.
Direct light is the light generated by a
source within a scene such as a light object; it always has
color and intensity, and it travels in a specified direction.
Direct light interacts with the material of a surface to create
specular highlights, and its direction is used as a factor
in shading algorithms, including Gouraud shading and when
computing Deep Creator generated light maps.
Deep Creator supports three standard direct light types, point,
directional and spot lights:
Point lights: A light bulb is a good example
of a point light. In Deep Creator Point lights are affected
by attenuation and range, and illuminate a mesh on a vertex-by-vertex
basis.
Directional
lights: In Deep Creator directional lights have only
color and direction, not position. In some ways its best to
imagine a Deep Creator directional light as a light source
at a near infinite distance, such as the sun
Spot lights: Spotlights have color, position,
and direction in which they emit light. Light emitted from
a spotlight is made up of a bright inner cone and a larger
outer cone, with the light intensity diminishing between the
two. In Deep Creator spot lights are affected by falloff,
attenuation, and range.
The properties of Deep Creator Real time lights can also be
used by pixel and vertex shaders in Deep Creator authored
applications
Real
time shadows
Real time shadows differ to light maps in that they are dynamic
and calculated as the Deep Creator scene is interacted with.
Deep Creator supports 4 types of real time shadow as illustrated.
Why support four types of shadow? Well when building real
time applic ations
each shadow type has its own benefits and differing computation
costs, so we support 4 types to enable artists and media developers
choose which is most appropriate for their application development.
In Deep Creator shadows are an alteration that can be assigned
to most geometric objects. In Deep Creator – alterations
modify or alter an object (hence the name) and are easily
applied to objects, just like interactive animations, with
a few mouse clicks.
After a shadow alteration is assigned to an object, a specific
light in the scene must be assigned to that shadow. Each
type of shadow can be assigned a color and opacity. If
you want a shadow to cast from multiple sources of light,
then multiple shadow alterations must be added to the same
object. Lights assigned to shadows can be animated.
Only objects with shadow alterations will cast dynamic shadows
in a scene that react to moving lights.
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| Q5 |
Is
it possible to import 3D data such as : several map channels
(diffuse, bump...), bones from 3ds max, Maya or Softimage? |
| A5 |
Yes
– Many of our professional media development customers
import objects and scenes (including all meshes, related maps
and animations) directly from 3DS Max, Maya and SoftImage XSI
into Deep Creator for use in training simulations, media presentations
and games. One of the reasons Deep Creator has become popular
with professional media developers is its tight integration
with Max and Maya and ability to use CAD data through Right
Hemisphere’s acclaimed import technologies. |
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| Q6 |
Deep
Creator can publish contents to IE and .EXE (also screensavers).
Do you plan to support other platforms such as FireFox and MacOSX? |
| A6 |
Currently
the freely distributable Deep Creator Viewer can be used as
a stand alone application, or packaged with a scene as an encrypted
executable (.exe) and as an Active X control for Internet Explorer
and other Microsoft Windows based applications (and also to
generate screen savers). When you publish a scene from Deep
Creator you can choose which output type you wish to publish.
Currently because the viewing control for web pages is activeX
based it is limited to Internet Explorer. We are considering
Firefox/Mozilla support for future releases but no date is currently
set.
Deep Creator is based on Microsoft DirectX – so MacOSX
support is not planned. (However if you have a dual boot Mac
using Apple BootCamp and a Window’s XP license you can
enjoy DC on Mac hardware ;-) ) |
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| Q7 |
Deep
Creator can export 3D mesh to U3D (for Acrobat 3D). Is it possible
to export interactions? |
| A7 |
3D
PDF is a great development for the 3D marketplace and really
helps bring 3D applications into the mainstream focus. Right
Hemisphere continues to work very closely with Adobe to develop
the 3D PDF solution and Adobe licenses our 3D viewing technologies
for PDF’s 3D display capabilities.
If you create key frame animations in Deep Creator these can
be exported with meshes and materials into U3D for use in 3D
PDF publishing. However Deep Creator interactive event animations
cannot be.
The reason for this is, while there is some overlap in base
functionality between Acrobat 3D /3D PDF and Deep Creator, the
use cases are very different. Deep Creator scenes are capable
of hosting higher degree’s of interactivity and user interaction
and lend themselves to more immersive or highly interactive
direct manipulation type of 3D applications which are currently
outside of the 3D PDF platform.
We usually recommend that if you need your content to appear
in both output formats (PDF and DC) to create your key frame
animations in either Acrobat 3D or Deep Exploration and then
save as U3D or RH file format. You can then publish to PDF from
Acrobat 3D or Deep Exploration and import your 3D file (U3D
or RH) complete with key frame animations into Deep Creator
for additional interaction and publishing options. |
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| Q8 |
What
are the new features of the new release of Deep Creator? |
| A8 |
The
new release of Deep Creator will be available from Right Hemisphere
in late December 2006.
New User Interface: The most obvious new feature – is
a new User interface. In the 2.3 release we update the look
and feel, added the ability to customize toolbars so you can
customize the interface to meet your workflow requirements and
added dual monitor support since a lot of our customers were
asking for this since it was there preferred working style.
Scene Set Up Wizards: One of our primary development goals for
Deep Creator was and still is to keep the product easy to use
as we augment its functionality.In addition to the user interface
enhancements we added scene set up wizards that provide a quick
and easy means of setting up large portions of a scene for training,
walkthrough visualizations, and product presentations.
Integration with Right Hemisphere Enterprise solutions. We have
a tighter integration with the Right Hemisphere Deep Server™
enterprise software product both with support for the .rh 4
file format and through Deep Server Gateway tools which enable
for seamless workflow and data exchange across Right Hemisphere
server and desktop products. This was important for a lot of
our enterprise manufacturing customers who use DC for creating
product training
simulations.
New Physics Engine We updated the in-built physics engine to
a new real-time physics simulation engine based on the popular
Newton Game Dynamics Engine. Not only is this a lot of fun,
it enables more complex complex rigid body simulations and fully
interactive virtual environments to be easily authored with
Deep Creator
Improved Shader support We have Improved real-time shader and
materials support to give media developers more flexibility
to build various types of 3D applications such as kiosks, point
of sale, powerwall and stereo presentations that exploit modern
graphics capabilities to the fullest extent.
Stereo and Power wall support in standard release. Many of our
customers have seen us demonstrate Stereo and powerwall support
at trade shows such as SIGGRAPH and IITSEC and asked us how
we did this. So in 2.3 we add Stereo and power wall display
support as a standard viewing capability to allow media and
training development teams to showcase new designs and content.
In addition to these main items there have been literally hundreds
of small improvements throughout the product based on customer
feedback. |
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