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- TECHNOLOGY, Page 65Through the 3-D Looking Glass
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- With new power and an Oscar, computer graphics comes of age
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- By Philip Elmer-Dewitt
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- On one screen, a swirling storm cloud slowly twists itself
- into the characteristic funnel shape of a killer tornado. On
- another, molecules the size of baseballs jostle frantically for
- position, each seeking out a comfortable docking site on
- another's surface. On a third screen, a small child in bright
- white diapers rises on stubby legs and toddles across a room.
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- These remarkable moving images and hundreds like them on
- display last week in Philadelphia at the tenth annual
- exposition of the National Computer Graphics Association are
- more than pretty pictures. Each represents a three-dimensional
- microcosm, stored within the memory of a computer, that human
- operators can turn, twist and reshape all they want. When
- special goggles, bodysuits and gloves are used to display and
- manipulate the images, those microcosms can become so real that
- viewers feel they have stepped through a kind of electronic
- looking glass into a completely artificial, computer-generated
- world.
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- Three-dimensional computer graphics, the technique by which
- digital machines generate realistic-looking objects and move
- them as fast as they would move in real life, has come of age.
- Architects are using 3-D technology to let clients walk through
- buildings before they are constructed. Scientists employ it to
- visualize phenomena too fast, too small or too explosive to be
- seen firsthand. Industry is relying on it to speed up design
- and production cycles.
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- As 27,000 artists, engineers and enthusiasts gathered for
- their big show, the computer-graphics experts had special reason
- to celebrate. Late last month two of their own, John Lasseter
- and William Reeves of Pixar, a computer manufacturer in San
- Rafael, Calif., won the first Academy Award given for a totally
- computer-generated film -- a short subject called Tin Toy that
- starred a rambunctious baby and a windup music man. Says Jaron
- Lanier, founder of VPL Research, a small Redwood City, Calif.,
- company that makes the equipment used to help people enter a
- computer-generated world: "This is the year that this stuff is
- finally starting to work."
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- Behind the burst of activity is a dramatic advance in
- computer technology. Over the years, computer scientists have
- devised an impressive array of mathematical techniques, or
- algorithms, for rendering 3-D images on a 2-D computer screen.
- Traditionally, these algorithms -- for drawing things in
- perspective, for example, removing surfaces hidden from the
- viewer's line of sight or painting finished objects with texture
- and shade -- have been encoded in programs and stored in
- computers as software. As such, they used up massive quantities
- of computer time. To draw a simple object ten times a second,
- the minimum needed to create the illusion of motion, took 1
- billion calculations a second. The highly polished images that
- won Tin Toy its Oscar took some 12 trillion calculations each.
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- But in the past five years much of this mathematical logic
- has been incorporated into tiny, special-purpose computer
- chips. Graphics calculations that used to require a $250,000
- bank of hardware can now be performed by a single plug-in board.
- In just the past year the cost of an entry-level 3-D computer
- has fallen by nearly 70%, to less than $16,000. Within the next
- five to eight years, predicts Jim Clark, chairman of Silicon
- Graphics, the leading manufacturer of 3-D workstations, "we'll
- see the kind of images Tin Toy represents on an ordinary
- personal computer."
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- These advanced machines have already started to change the
- way Americans work and play. The packaging for dozens of
- name-brand consumer products, from Ivory Snow to Kleenex
- tissues, is now designed on 3-D computers rather than from
- mock-ups made of cardboard or clay. Last year the entire line
- of Coca-Cola soft drinks was redesigned around a new logo -- a
- project that would have taken twice as long had it not been done
- by machine. Timex wristwatches, Ping golf clubs, Reebok sneakers
- and Volvo station wagons are all created on graphics
- workstations. Volvo even uses a satellite hookup to connect its
- design computers in California with its manufacturing computers
- in Gothenburg, Sweden. If a new model does not leave sufficient
- headroom to accommodate the average American driver, the
- computer in Gothenburg can spot the oversight before the car
- gets built.
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- Scientists are also reaping rewards from 3-D visualization.
- By studying insulin molecules modeled on a computer, the Danish
- biotechnology firm Novo-Nordisk was able to create a synthetic
- insulin that did not clump when injected into the blood, an
- insight that cut three years off the usual eight-year
- research-and-development cycle for a new drug. By displaying
- weather data on a computer, researchers at the University of
- Illinois have been able to capture the exact moment when a
- tornado forms within a thunderstorm, a breakthrough that if
- incorporated into an early-warning system, could one day save
- lives.
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- Some of the benefits of 3-D graphics have more to do with
- science fiction than with science. At NASA's Ames Research
- Center, visitors who put on special computerized gloves and
- helmets can actually experience what it would be like to explore
- various 3-D worlds -- a space station orbiting the earth, for
- example, or the landscape of Mars. The gloves are equipped with
- magnetic position trackers and fiber-optic sensors that
- telegraph every movement of the hand directly to the machine.
- The helmet is equipped with a pair of stereoscopic TV
- projectors, one for each eye, that are carefully coordinated so
- that a slight turn of the head to the right will shift the
- entire synthetic world to the left.
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- "That's the key to the illusion," says Lanier of VPL, which
- supplies NASA with its DataGloves, and has developed its own
- EyePhones goggles and full-body DataSuit. "Once you reach a
- certain threshold, your brain suddenly flips into believing that
- the virtual world is the real world." Lanier used the power of
- this illusion to teach himself to juggle. Donning Data-Gloves
- to control some computer-generated balls, he began tossing them
- around in slow motion and then gradually sped up the simulation
- until he was juggling at a normal pace. Lanier envisions the day
- when architects will not just wander around computer-generated
- buildings but will also move walls and rearrange windows simply
- by reaching out and grabbing them. Eventually, he predicts,
- couples will be able to visit artificial tropical islands
- together. What they do there will be limited only by their
- imagination -- and the power of their computers.
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