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- @title{FLY}{FLY! Users Manual}
- @keyword{FLY}
-
- FLY! is a visualization tool which renders perspective scenes from
- elevation data. Using proprietary, high speed algorithms, successive
- scenes can be generated to give the appearance of flying through the
- data sets.
-
- Typically an image taken from a satellite is draped over elevation
- data and FLY! is used to fly through the data from a person's
- perspective on the ground.
-
- The user has full control over the flying elevation, direction and
- speed. Rendered scenes can be saved to disk in a variety of file
- formats for later use. A simple flight plan can be made to fly
- through the terrain.
-
- Sources of data include: satellite (Landsat, Spot, ...), air photo,
- scanners, and GIS systems.
-
- 1 Copyright
- @keyword{Copyright}
- @index{Copyright Notice}
-
- FLY!, Version 6.0, Release date: December 1, 1995
-
- COPYRIGHT
-
- Software copyrighted (c) by PCI, 50 West Wilmot St., Richmond
- Hill, Ontario, CANADA, L4B 1M5. Tel: (905) 764-0614
-
- RESTRICTED RIGHTS
-
- CANADIAN GOVERNMENT
-
- Use, duplication, or disclosure is subject to restrictions as set
- forth in DSS 9400-18 `General Conditions - Short Form - Licensed
- Software'.
-
- U.S. GOVERNMENT
-
- Use, duplication, or disclosure is subject to restrictions as set
- forth in FAR clause 52.227-19 `Commercial Computer Software -
- Restricted Rights' and in subparagraph (c) (1) (ii) of the
- `Rights in Technical Data and Computer Software Clause' at DFARS
- 52.227-7013.
-
- 1 Command Line
- @keyword{Command Line}
-
- FLY! can be started automatically through the use of command line
- switches.
-
- The following switches are used to specify the files for colour and
- elevation information.
-
- @verbatim
- -file file
- @end
-
- Named file is any supported GDB file (except for raw files).
-
- @verbatim
- -chan e
- -chan grey e
- -chan r g b e
- @end
-
- Numbers r, g, b, grey and e give channels holding colour and
- elevation. If only one number is given, it is assumed to be
- an elevation channel to be loaded as a color shaded relief terrain.
- If only two numbers are given then first is grey intensity and
- second is elevation. If all four channels are specified, it is
- interpreted as red, green, blue and elevation channels.
-
- The following option switches are supported:
-
- @verbatim
- -pixelsize size
- @end
-
- Give the size of a pixel on the ground in metres. Pixels are
- assumed to be square. Default is 30 metres or taken from the file
- (if PCIDSK).
-
- @verbatim
- -pixelheight size
- @end
-
- Gives step resolution of elevation data. Default is 1.0 metre.
-
- @verbatim
- -frame xsize ysize
- @end
-
- Gives size of output window in which rendered frames appear.
- Default is 320 by 240.
-
- @verbatim
- -heightmag factor
- @end
-
- Scaling factor for elevation values. Valid values are from 0.0
- to 3.0. Default is 1.0
-
- @verbatim
- -xy x y
- @end
-
- Gives initial position. The x, y values are in pixels. Default is to start
- at upper left corner.
-
- @verbatim
- -z z
- @end
-
- Gives initial height. The z value is in elevation units (i.e. whatever the
- DEM data represents). Default is 0.
-
- @verbatim
- -dir direction
- @end
-
- Gives initial viewing direction in degrees. Default is 180.
-
- @verbatim
- -zoom factor
- @end
-
- Indicates percentage zoom foreground pixels. Valid values are
- from 0 to 100. Default is 100.
-
- @verbatim
- -tilt angle
- @end
-
- Gives amount of tilt (position of horizion). Value is in degrees
- from 0 to 60. Default is 25.
-
- @verbatim
- -frustum angle
- @end
-
- Gives cone of view (in degrees) for rendered frames. Range is
- 0 to 120. Default is 60.
-
- @verbatim
- -3d
- @end
-
- Forces the system to go into 3D anaglyph mode.
-
- @verbatim
- -linear
- @end
-
- Linear enhancement.
-
- @verbatim
- -root
- @end
-
- Root enhancement.
-
- @verbatim
- -equal
- @end
-
- Equalization enhancement.
-
- @verbatim
- -blocky
- @end
-
- Blocky quality.
-
- @verbatim
- -fitted
- @end
-
- Fitted quality.
-
- @verbatim
- -smooth
- @end
-
- Smooth quality.
-
- @verbatim
- -shadedir angle
- @end
-
- Shaded relief direction.
-
- @verbatim
- -shadeinc angle
- @end
-
- Shaded relief inclination angle.
-
- @verbatim
- -help
- @end
-
- Display command line options.
-
- @verbatim
- -version
- @end
-
- Display version number.
-
- Example:
-
- @verbatim
- fly -file flydata.pix -chan 4 2 3 5 -linear -heightmag 2 -xy 512 10
- -z 400 -dir 180 -tilt 30
- @end
-
- This loads the file flydata.pix and uses channels 4, 2 and 3 for the
- red, green and blue and channel 5 for the elevation. It performs a linear
- enhancement on the color data and stretches the elevation by a factor
- of 2. When FLY! starts up, the viewer is placed at position 512, 10
- with an elevation of 400 and looking at a direction of 180 degrees.
- The tilt angle is 30 degrees.
-
- See Also: {GDB}GDB Formats
-
- 1 Motif Customization
- @keyword{Customization}{Fonts}
- @index{Customizing FLY!}
-
- Customizing the appearance of FLY! on X/Motif systems.
-
- FLY! resources, such as fonts and colours, can be customized on
- operating systems which use X-Windows Motif, through the .Xdefaults
- file which resides in the user's login directory. The resources
- available are as follows:
-
- fly*fontList: <font> (e.g., fixed)
-
- General purpose font for most of the application.
-
- fly*fixedFont: <font> (e.g., 10x20)
-
- Font used in areas requiring monospaced characters (e.g. main text
- in help panel).
-
- fly*background: <colour> (e.g., grey)
-
- Background colour for most panels.
-
- fly*MenuBar*background: <colour> (e.g., thistle)
-
- Colour of all menu bars.
-
- fly*TitleBar*background: <colour> (e.g., lightsteelblue)
-
- Colour for all title bars.
-
- Available fonts and colours will depend on your system. Under some
- environments (such as HP VUE), customization is handled by means other
- than the .Xdefaults file. See the operating system user documentation for
- these environments.
-
- To set these resources system wide, an app-default file may be
- created called `fly', with the same format as the .Xdefaults
- file. It is typically placed in the directory /usr/lib/X11/app-defaults.
-
- 1 Main Panel
- @keyword{Main Panel}
-
- The main panel consists of a menubar, some icon buttons and a message
- area.
-
- The menubar has three main submenus: 'File', 'Edit' and 'Options'. The 'File'
- menu is used to access functions involving disk files such as loading
- databases and saving renderings. The 'Edit' menu contains panels which allow
- the direct editing of rendering parameters like position, size and
- perspective. Using the 'Options' menu, the user can alter other aspects
- like quality and rendering mode. The menubar also contains a 'Help'
- menu for accessing the on-line help.
-
- There are four icons buttons. When the pointer is moved over one of the
- icon buttons, text will appear in the message area indicating what the
- button does.
-
- The first icon pops up the control panel. This panel provides a graphical
- interface for changing parameters like position, direction and speed. The
- second icon puts FLY! into user controlled free flight. In this mode,
- the viewer is constantly moving and flight can be controlled interactively.
- The third icon pops up the nadir panel. This provides an overhead view of
- the terrain and also allows the viewing of a flight path. The fourth
- icon button is used to access the flight editing panel. Using this panel,
- a flight path can be created. This panel also controls flight playback.
-
- When an icon button is pressed, its corresponding panel is popped up. In
- the case of user free flight, pressing the button sets FLY! into a
- special mode. While the panel or mode is active, the button will remain
- pressed in. When the panel is popped down or the free flight mode is
- disabled, the button pops back out.
-
- The message area at the bottom of the main panel will stretch if the
- main panel is resized. It is used to display brief messages as well
- as show the progress of some actions. When the mouse is moved over
- an icon button, some descriptive text will appear in the message area.
-
- 1 Menu Bar
- @keyword{Menubar}
-
- The menubar is composed of the 'File', 'Edit' and 'Options' menus.
-
- 2 File
- @keyword{Database}{Load}{Save}{Flight}
-
- This menu contains the following items:
-
- Load Database
-
- - Load DEM Shade RGB: Load DEM file and use shaded relief to generate colour.
- - Load DEM Shade BW: Load DEM file and use shaded relief to generate
- grey scale.
- - Load DEM + RGB: Load terrain using DEM and RGB from a file.
- - Load DEM + BW: Load terrain using DEM and grey scale from a file.
-
- Save Rendering
- - Save To File: Save the current rendering to a file.
-
- Flight Path
- - Save Flight Path: Save the current flight path to a file.
- - Load Flight Path: Load flight path from a file.
-
- See Also: {..|..|}Load Terrain From Elevation Only,
- {..|..|}Load Terrain from Elevation and Colour,
- {..|..|}Save Rendering,
- {..|..|Flight Panel|Loading/Saving}Save/Load Flight Path
-
- 2 Edit
- @keyword{Position}{Direction}{Speed}{Size}{Perspective}{3D}
-
- This menu contains the following items:
-
- - Position, Direction, Speed: Set position, direction or speed manually.
- - Rendering Size: Set rendering size manually.
- - Perspective: Set perspective parameters manually.
- - 3D: Set 3D rendering parameters manually.
-
- See Also: {..|..|}Change Position/Speed/Direction,
- {..|..|}Change Render Size,
- {..|..|}Change Perspective,
- {..|..|}Change 3D
-
- 2 Options
- @keyword{Elevation}{Speed}{FPS}{Frames Per Second}{Coordinates}{Units}{Quality}
- @keyword{Mode}
-
- This menu contains the following items:
-
- - Elevation Options: Set options associated with elevation ranges.
- - Speed Options: Set options associated with speed ranges.
- - Frames Per Second: Show and set frame generation speed.
- - Coordinates: Choose xy positional reporting system.
- - Units: Choose elevation and speed reporting unit.
- - Render Quality: Change rendering quality (i.e. blocky, fitted, smooth).
- - Render Mode: Change rendering mode (i.e. normal or 3D).
-
- See Also: {..|..|}Elevation Options,
- {..|..|}Speed Options,
- {..|..|}Frames Per Second,
- {..|..|}Coordinates,
- {..|..|}Units,
- {..|..|}Rendering Quality,
- {..|..|}Render Mode
-
- 1 Rendering Window
- @keyword{Rendering Window}{Mouse}
-
- In the FLY! Rendering Window, the mouse buttons can be used to
- turn, pause/run, and change elevation quickly and naturally. The
- following button assignments are made:
-
- -left button (For MacOS Systems, just click on the mouse button)
-
- Turn. Changes the direction of viewing (and of movement).
- The new direction faces the position clicked on in the rendered image.
-
- -middle button (or ctrl-left button)
- (For MacOS Systems, hold down the "up" arrow key while pressing the
- mouse button)
-
- Run/pause. Toggles between pause (stop) and run (go). This is
- referred to as user free flight mode.
-
- -right button.
- (For MacOS Systems, hold down the "down" arrow key while pressing
- the mouse button)
-
- Change Elevation. Changes elevation proportional to the
- position of the mouse cursor in the vertical direction. Clicking
- near the top of the window changes to a high elevation, near the
- bottom to a low elevation. The elevation set is related to the
- elevation range as set in the elevation options.
-
- See Also: {..|}User Free Flight, {..|}Elevation Options
-
- 1 Load Terrain from Elevation Only
- @keyword{Load}{Terrain}
-
- This option allows the user to create a terrain using elevation data
- only. The terrain will be shaded using a technique known as shaded
- relief. A directional light source is specified and a computation is
- made for each pixel in the imagery to determine how bright that pixel
- would be. Typically, this light source could be considered to be the
- sun.
-
- Shade in Full Colour
-
- This first calculation only gives a brightness value. To compute full
- colour, a colour space transformation is performed. Given an
- intensity, hue and saturation (IHS), values in this colour space can
- be transformed to red, green and blue intensity values (RGB). The
- intensity used is the brightness that was computed from shaded relief.
- The hue is proportional to the height of the pixel and the saturation
- is fixed at 50%.
-
- Shade as Grey Levels
-
- The brightness level computed from shaded relief is used directly as
- the grey level intensity of the terrain.
-
- Elevation Information
-
- The 'Select Elevation File...' pops up a channel selection panel for
- the user to choose a file and a channel within that file to use as the
- elevation. The chosen information will be reflected in the 'Elevation
- Data'. If a file has not already been previously selected, a file
- selection panel will be displayed to allow the user to choose an image
- database file.
-
- The 'Elevation Smoothing' option menu allows the user to smooth the
- elevation somewhat to reduce the impact of distinct steps in the
- elevation model on shaded relief calculations.
-
- @verbatim
- None no smoothing performed
- Slight 5 x 5 Gaussian filter with standard deviation 2
- Medium 5 x 5 Gaussian filter with standard deviation 3
- Extreme 5 x 5 Gaussian filter with standard deviation 4
- @end
-
- Colour Information
-
- A 'Colour Enhancement' can be specified to enhance each colour channel
- of the terrain. Valid values are 'Linear' for linear enhancement,
- 'Root' for square root enhancement or 'Equalize' for histogram
- equalization.
-
- The 'Sun Position for Shaded Relief' is used to specify where to place
- the light source. If a ray is defined by the center (in a pixel and
- line sense) of the terrain and the position of the sun in the sky,
- then the 'inclination' angle is the angle between that ray and the
- plane of the terrain. The 'direction' determines the direction (from
- an overhead point of view) that the sun is shining from.
-
- The 'Default' button sets the angles to their default values of 45 for
- inclination and 0 for direction. The 'None' button places the sun
- directly overhead at 90 degrees inclination and 0 for direction.
-
- Database Information
-
- The 'Pixel Size' is used to specify how large each pixel is on the
- ground. A database pixel is assumed to be square so this number gives
- a measure of how many meters each side of this square is. The default
- value is 1.00 m although for PCIDSK files, if this value is specified
- in the file, it will be read and filled in automatically.
-
- The 'Pixel Height' is used to specify how tall one unit elevation data
- is. For example, if the digital elevation model value is 1000, and the
- pixel height is 1.00 m, then the real elevation is computed to be 1000 m.
- Similarly, if the pixel height is 10 m, then the real elevation
- would be 10000 m. The default value is 1.00 m.
-
- The 'Terrain X Size' and 'Terrain Y Size' is used to determine the size that
- the resultant terrain will be. The elevation data region need not be the
- same size as the created terrain. They don't even have to be of the same
- ratio. The data will be scaled up or down accordingly. When an elevation
- file is selected, these fields are automatically updated to the size
- of the elevation data but they can be overwritten manually.
-
- 1 Load Terrain from Elevation and Colour
- @keyword{Load}{Terrain}
-
- This option allows the user to create a terrain using elevation data
- and colour information from an image database file. For full colour,
- three colour channels are required, one each for red, green and blue.
- For grey level, only one channel is required to specify the brightness.
-
- Elevation Information
-
- The 'Select Elevation File...' pops up a channel selection panel for
- the user to choose a file and a channel within that file to use as the
- elevation. The chosen information will be reflected in the 'Elevation
- Data'. If a file has not already been previously selected, a file
- selection panel will be displayed to allow the user to choose an image
- database file.
-
- The 'Elevation Smoothing' option menu allows the user to smooth the
- elevation somewhat to reduce the impact of distinct steps in the
- elevation model.
-
- @verbatim
- None no smoothing performed
- Slight 5 x 5 Gaussian filter with standard deviation 2
- Medium 5 x 5 Gaussian filter with standard deviation 3
- Extreme 5 x 5 Gaussian filter with standard deviation 4
- @end
-
- Colour Information
-
- The 'Select Colour File...' pops up a channel selection panel for the
- user to choose a file and a channel within that file to use for
- retrieving colour. The chosen information will be reflected in the
- Channel Data boxes. If a file has not already been previously
- selected, a file selection panel will be displayed to allow the user
- to choose an image database file.
-
- A 'Colour Enhancement' can be specified to enhance each colour channel
- of the terrain. Valid values are 'Linear' for linear enhancement,
- 'Root' for square root enhancement or 'Equalize' for histogram
- equalization.
-
- Database Information
-
- The 'Pixel Size' is used to specify how large each pixel is on the
- ground. A database pixel is assumed to be square so this number gives
- a measure of how many meters each side of this square is. The default
- value is 1.00 m although for PCIDSK files, if this value is specified
- in the file, it will be read and filled in automatically.
-
- The 'Pixel Height' is used to specify how tall one unit elevation data
- is. For example, if the digital elevation model value is 1000, and the
- pixel height is 1.00 m, then the real elevation is computed to be 1000 m.
- Similarly, if the pixel height is 10 m, then the real elevation
- would be 10000 m. The default value is 1.00 m.
-
- The 'Terrain X Size' and 'Terrain Y Size' is used to determine the size that
- the resultant terrain will be. The elevation data region need not be the
- same size as the created terrain. They don't even have to be of the same
- ratio. The data will be scaled up or down accordingly. When an elevation
- file is selected, these fields are automatically updated to the size
- of the elevation data but they can be overwritten manually.
-
- 2 Channel Selector
-
- The Channel Selection Panel allows the user to select one or more
- channels to be used to define the terrain. This panel only allows
- selection of channels and does not cause any loading to take place
- explicitly. A subwindow of data may also be selected.
-
- The 'Database Channels' section of the panel alows the user to select
- the image channels by clicking on them. The database channels are
- found in the scrollable list with a description of the source data
- type and the descriptor from the file.
-
- Beneath the scrollable list is a series of channel mapping pairs. On
- the left of each pair is the type of channel and on the right is a
- blank field into which a database channel number can be placed. When
- one of the text fields contains a number, it indicates that the corresponding
- channel type will use this channel number from this file for its information.
-
- Beneath the channel mapping pairs are 'Clear' and 'Default' buttons.
- Pressing the 'Clear' button erases the current channel map while
- pressing the 'Default' button establishes a default channel mapping.
- This default is usually the first n channels in a database where n is
- the number of channels required to be selected.
-
- The 'Database Window Selection' allows the user to specify a subwindow
- of the database to load. By default, the entire image is specified.
-
- At the bottom of the panel is the action button area. 'Select & Close'
- selects the channels currently chosen by showing that information in
- the main loading panel and pops the channel selection panel down. The
- 'Select' and 'Close' buttons performs the selecting and closing
- operations described in 'Select & Close' except separately. The 'New
- File' button can be used to select a different file from the currently
- selected one.
-
- 3 Raw File Definition
-
- When an unrecognizable file is selected, the user is given the option
- of defining it as a raw imagery file. This panel is used to define the
- format of this raw file.
-
- The 'Header Bytes' field specifies how many bytes at the beginning of
- the file represent header information to be ignored. The default value
- is 0 indicating that the imagery data starts right at the beginning of
- the file.
-
- The 'Channels' field indicates the number of channels or planes of
- image data that are stored in the file. This value defaults to 1.
-
- The 'Pixels' and 'Lines' field defines the X (pixel) and Y (line) size
- of the image in the raw file. These should be the full size of the
- image in the file, even if the user only wishes to load a subwindow of
- the whole file.
-
- The 'Data Interleaving' option menu indicates how multiple channels of
- image data are interleaved. This field is not really applicable for 1
- channel image files. Possible choices are as follows:
-
- -Pixel: The channels are pixel interleaved. For instance, for a
- three channel file, the values in the file would be 123123123...,
- with the channel values for a given pixel located together.
-
- -Line: The channels are line interleved. The data for line 1 of the
- first channel occurs first, followed by the data for line 1 of the
- second channel and line 1 of the third channel. Next is line 2 of
- the first channel, etc. For instance, for a three channel file,
- the values in the file would be
- (line 1)111...222...333(line2)111...222...333...
-
- -Band: The channels are band sequential. All the data for the
- entire first channel would be first, followed by all the data for
- the second channel, etc.
-
- The 'Data Type' field is used to define the size and meaning of the
- data read for each pixel.
-
- -8 bit: The data for each channel of each pixel are 8 bit,
- unsigned. Values range from 0 to 255.
-
- -16 bit Unsigned: The data for each channel of each pixel are 16
- bit, unsigned. Values range from 0 to 65535, and are two bytes each.
-
- -16 bit Signed: The data for each channel of each pixel are 16 bit,
- signed. Values range from -32768 to 32767, and are two bytes each.
-
- -32 bit Real: The data for each channel of each pixel are 32 bit
- IEEE floating point numbers. Each value is 4 bytes long.
-
- 1 Save Rendering
- @keyword{Save}
-
- Terrain renderings can be saved to an image file on disk in a variety
- of formats such as: PCIDSK, Tiff, and JPEG. Once saved to disk,
- rendered scenes can be imported or printed by other software packages.
-
- The 'Format' option menu specifies all of the formats that are currently
- supported.
-
- See Also: {GDB|Sup|}PCIDSK,
- {GDB|Sup|}ERDAS Imagine,
- {GDB|Sup|Joint}JPEG,
- {GDB|Sup|}Raw Image Format,
- {GDB|Sup|}TIFF,
- {GDB|Sup|}X Window Dump,
- {GDB|Sup|}Sun Raster,
- {GDB|Sup|}Laser-Scan
-
- 1 Flight Panel
- @keyword{Flight}
-
- The flight panel is used to create flightpaths. A flightpath is composed
- of several nodes. The path is generated in such a way that the path
- must travel through the nodes. When the viewer passes through a node,
- the flying direction is the movement direction when that node was
- recorded. The node stores the position, direction, and speed parameters
- as well as some of the perspective parameters like pitch, view cone
- and zoom level.
-
- The path starts at the first node, travels through all intermediate nodes
- and ends at the last node. The path is composed of a series of bezier spline
- made to fit through the nodes.
-
- The top of the panel shows the total length of the current flight path.
- The panel features a list below this, showing the current nodes. Below
- this is a series of buttons used to edit nodes: 'Assign', 'Insert', 'Add',
- and 'Delete'. A playback section contains VCR type controls to play
- the flight back, both forwards and backwards. There is also a special
- action button to 'Generate Movie Loop's. This button only appears in the
- unix versions of FLY! since the only supported movie format is
- the Parallax movie loop format. To play back this format, a Parallax
- video card is required.
-
- When there are no nodes in the path, it is only possible to add nodes.
- This is done with the 'Add' button. Pressing the add button will
- add a node to the end of the current list. The node will be composed
- of the current rendering parameters (that are always used to produce the
- image in the rendering window). The selected node is the one currently
- highlighted in the node list. The 'Update' button changes the selected
- node to the current rendering parameters. The 'Insert' button inserts
- a node behind the current node and shifts everything else down one. The
- newly highlighted node will be the one just inserted. The 'Delete' button
- will remove the current node from the list and shift everything up one.
- The 'Clear' button will remove all the nodes in the list.
-
- The node list shows a list of nodes. The first number is the node number,
- followed by the x, y position in pixels, lines and the elevation. Choosing
- a node from the list will change the currently selected node. This will
- change the rendering parameters to those stored with the selected node.
-
- The playback area allows the flight to be played back in the rendering
- window. There are five VCR type controls that can be used. They are:
-
- - <<: fast backward. Flight is played back 10x faster in the reverse
- direction.
-
- - <: backward. Flight is played back in the reverse direction.
-
- - []: stop. Stops the playback.
-
- - >: forward. Flight is played back in the forward direction at a regular
- speed.
-
- - >>: fast forward: Flight is played back 10x faster in the forward
- direction.
-
- Flight playback occurs from the current position along the path. Note
- that selecting a node in the list will change the path position.
- While a flight is being is played back, all of the conventional methods
- of changing the scene parameters (i.e. clicking in the rendering window,
- the main control panel, etc.) are disabled. As well, the panel cannot
- be popped down during playback. While FLY! is in user free flight mode,
- playback can not take place.
-
- The continuous playback mode can be used to cause the path to be flown over
- repeatedly. Otherwise, playback stops when the viewer reaches the beginning
- or end of the path.
-
- When there are no nodes in the flight path, playback is not allowed.
-
- 2 Movie Loop
- @keyword{Movie}
-
- The 'Generate Movie Loop' button becomes activated, and therefore usable,
- only after a flight has been created. When this option is selected, a
- dialog is displayed showing the movie characteristics.
-
- It is possible to choose from several movie formats. Each has its own
- specific options.
-
- There are three courses of action from this dialog. The 'Ok' button
- creates the movie file. Pressing 'Cancel' pops the dialog down and 'Help'
- displays this help text.
-
- Once the 'Ok' button is pressed, the movie will be generated.
-
- The movie always starts at the beginning of the path and continues until the
- last node is reached. As the movie is generated, the progress is shown
- in the main panel.
-
- Regardless of the display type (i.e. 8 bit, Black/White, 24 bit),
- the scenes being added to the movie are always rendered in 24 bit color mode.
- The images will be displayed in the render window if the display type
- suppports 24 bit color, otherwise the render window is left blank.
-
- Once the process begins, it cannot be stopped. The interface will become
- insensitive to disable the user from altering the rendering parameters.
-
- 3 Sequential Movie Formats
-
- It is possible to write out the movie as a series of individual images.
- TIFF and JPEG format files are available.
-
- The base filename is composed of 3 characters. The files will be written
- out with the filename bbbnnnnn.ext where "b" represents the 3 character
- base, "n" represents the frame number and "ext" is dependent on the file
- type.
-
- For example, if TIFF format is chosen and the base filename is FLY,
- the files written out will be FLY00000.tif, FLY00001.tif, etc.
-
- 3 Parallax Movie Loops
- @keyword{Parallax}
-
- Playback flights can be written to the Parallax JPEG movie format by
- using the 'Generate Movie Loop' button from the flight panel and selecting
- the Parallax movie format.
-
- Rendering Size : This value depends on the current size of
- the rendering window.
- Filename : The movieloop filename
- Frames per second : Specify frame speed.
- Quantization Factor : This value is fixed to 50. This means that
- the default quantization tables given in the
- JPEG standard is used.
-
- For an image of size 320x240, a JPEG frame will require approximately
- 10K of disk space. At 15 frames a second, this comes out to 150K per
- second, or 9M per minute. Disk space is not checked before writing, so
- it is up to the user to make sure that there is sufficient space to
- create the movie.
-
- The concept of Frames Per Second is very important to the generation
- of a movieloop. When determining the flight path positions, FLY! uses
- both the speed parameter as well as the frames per second of the
- application. The positional changes are calculated such that after one
- full hour, the point of view has moved on the terrain the distance indicated
- by the speed.
-
- Usually, the real-time rendering speed is used to determine how many
- frames are being generated per second. For example, if it takes .2 seconds
- to generate a frame, then there are 5 frames being generated every second.
- This is fine when using user free flight, but when generating movies,
- the playback speed is often fixed.
-
- The rate at which frames are rendered will typically be slower
- than the playback speed of the loop and therefore, the viewer will
- seem to move faster than the speed indicated on the control panel when
- the movie is played. For example, if the frames are rendered at 3 fps,
- and the speed on the control panel is 500 km/h, played back at 15 fps,
- the viewer will seem to move at a rate of 2500 km/h. If the movie is
- played back at 15 FPS, the the frames of the movie should be generated at
- a rate of 15 FPS.
-
- This can be accomplished by using the Frames Per Second panel from the
- 'Options' menu. This panel can be used to tell FLY! that the FPS is
- user defined and the frames should be generated according to some
- virtual FPS instead of what is really happening on your computer.
-
- Note that the 'Frames Per Second' field on the panel is only what is written
- to the Parallax movie file. It is not the FPS that FLY! uses to determine
- how to generate scenes. That FPS is set using the Frames Per Second panel
- found from the 'Options' menu item.
-
- Other Notes:
-
- None of the Audio elements of the movieloop are used. All fields
- pertaining to audio tracks are left blank.
-
- The movie file is written out with version set to 2.
-
- Once the movie creation processed is started, it is wise not to resize the
- rendering window.
-
- See Also: {fly|}Frames Per Second, {fly|}Render Mode
-
- 2 Flight Files
- @keyword{flight}
-
- The flight files are saved in the following format:
-
- @verbatim
- ; FLY! Flight Path
- Version: FLY! V6.0
- Dimension: [terrain x size] [terrain y size]
- Node: [x in pixels] [y in lines] [height in elevation units]
- [difference in move/view dir (i.e. view dir = move dir + diff)]
- [move dir] [view cone] [zoom factor] [pitch angle] [speed]
- ...
- @end
-
- Note that the node parameters are all contained on the same line but
- is broken up in the above description for formatting purposes.
-
- 2 Loading/Saving
- @keyword{flight}
-
- To choose a flight path file, simply use the file selector to choose
- the desired file.
-
- Each flight path is created on a terrain of a specific size. Loading a
- flight path on a terrain whose size is different than that of the flight path
- is not allowed.
-
- 1 Change Position/Speed/Direction
- @keyword{position}{speed}{direction}
-
- This panel is activated via the 'Position, Speed, Direction' option in the
- 'Edit' menu from the main menubar. It allows the user to modify the
- the viewing position as well as the speed and movement direction.
-
- This panel allows the user to explicitly enter values for the viewer's
- position, direction and speed. Note that these parameters can also be
- set with the Control Panel. This panel is useful if exact positioning
- is required.
-
- 1 Change Render Size
- @keyword{size}
-
- This panel is activated via the 'Render Size...' option in the 'Edit' menu
- from the main menubar. It allows the user to specify the size of the
- rendering window in pixels and lines. Please note that this window can
- also be resized by dragging out one of its corners.
-
- The 'Frame X Size' field specifies the x size for the frame in pixels.
- The 'Frame Y Size' field specifies the y size for the frame in lines.
-
- Common sizes for rendering windows are 320 by 240 or 640 by 480. The
- minimum is 64 by 64. The maximum is 1024 by 768.
-
- 1 Change Perspective
- @keyword{perspective}
-
- This panel is activated via the 'Perspective...' option in the 'Edit' menu
- from the main menubar. It allows the user to modify the perspective
- parameters of the rendered image.
-
- The 'Height Magnification' field allows the effects of elevation to be
- exaggerated. The default setting is 1.0. Values can vary from 0 to
- 3.0. A value of 0 has the effect of removing elevation.
-
- The 'Horizon Tilt' field allows the horizon position to be varied in
- degrees. Values can be varied from 0 to 60. The default is 25 degrees.
-
- The 'Pixel Zoom' field controls the size of the foreground pixels at low
- elevations. It can vary from 1 to 100 percent. The default is 100
- percent. The maximum size of foreground pixels is automatically
- determined by FLY! and is not under user control.
-
- The 'View Cone' field controls the view cone used in the rendered image.
- This can vary between 30 and 120 degrees. The default is 60 degrees.
- Larger values for view cone tend to exaggerate the effects of
- perspective.
-
- 1 Change 3D Parameters
- @keyword{3D}
-
- This panel is activated via the '3D...' option in the 'Edit' menu from
- the main menubar. It allows the user to modify the parameters which
- control 3-D viewing.
-
- The 'Base Line' field specifies how far apart the left/right images are.
- Values can be from 1 to 30 pixels. The default is 4 pixels.
-
- The 'Focal Length' field specifies the focusing point in pixels. Values
- can vary from 32 to 512 pixels. The default is 64 pixels.
-
- Altering these values can enhance the 3-D effect (and possibly give
- you a headache).
-
- See Also: {..|}Render mode, {..|}3D Images
-
- 1 Elevation Options
- @keyword{elevation}
-
- This panel controls options associated with setting the viewer elevation.
-
- The 'Elevation Minimum' and 'Elevation Maximum' fields determine the
- range of elevation values used by the elevation slider on the control
- panel. The maximum must be greater than the minimum. This range is also
- used for setting the elevation from the rendering window. The entire
- height of the rendering window can be thought of like the elevation slider
- with the bottom of the window representing the elevation minimum and
- the top of the window representing the elevation maximum.
-
- The 'Scaling' determines the type of scale used to translate the range
- value to an actual elevation. For example, a square scale will cause
- the elevation value to be proportional to the square of the slider value.
-
- The 'Mode' dictates how the elevation value is actaully translated into
- the viewer's elevation.
-
- - In 'No collision' mode, the rendering should never occur "inside"
- the terrain. This means that the rendering height is never allowed
- to occur below the land elevation. For example, if the land elevation
- is 218 m and the elevation is set to 250 m, then the viewer is placed
- at 250 m. However, if the elevation is set to 200 m, the value is
- clipped and the viewer is placed at 218 m. The land elevation is given
- on the Control Panel.
-
- - In 'Relative' mode, the view elevation is the land elevation + the
- value of the elevation scale. For example, with the elevation scale all
- the way to the left, the rendering height would be equal to the
- land elevation + the elevation range minimum. With the elevation all the
- way to the right, the rendering height should be the land elevation + the
- elevation range maximum.
-
- - In 'Absolute' mode, the elevation scale value is used directly as
- the rendering height. If the elevation is below the land elevation,
- the rendering looks like a bunch of vertical strips (because the
- viewer is inside the terrain).
-
- See Also: {..|}Control Panel, {..|}Rendering Window
-
- 1 Speed Options
- @keyword{speed}
-
- This panel controls options associated with setting the viewer speed.
-
- The 'Speed Maximum' field determines the range of speed values used
- by the speed slider on the control panel. The minimum is always 0.
-
- The 'Scaling' determines the type of scale used to translate the range
- value to an actual speed. For example, a square scale will cause
- the speed value to be proportional to the square of the slider value.
-
- See Also: {..|}Control Panel
-
- 1 Frames Per Second
- @keyword{FPS}{frames per second}
-
- When continuous frames are being generated (as in user free flight mode
- or flight playback), there are two methods to determine how far the viewer
- has moved between frames.
-
- Choosing the 'Based on rendering time' option means that the viewer will
- move forward at a rate based on the speed chosen and the time it takes to
- render the frame. With this method, after one hour of actual time, the
- viewer will have moved the distance specified by the speed. (i.e. if
- moving at 5 km/h, after one hour, viewer will have moved an equivalent
- of 5 km on the terrain). When this mode is chosen, the current real FPS
- is shown.
-
- Choosing the 'User defined' option means that the viewer will move
- at a rate as if that many frames per second were being generated.
-
- Whatever option is chosen, the distance between frames for the current
- speed is shown. For example, at a rate of 15 frames per second,
- a speed of 500 km/h will result in an distance movement of 9.26 m. Thus,
- the viewer will move 9.26 m/frame x 15 frames/second x 3600 seconds/hr =
- approx. 500 km (Note that the 9.26 is a rounded figure).
-
- See Also: {..|}User Free Flight
-
- 1 Coordinates
- @keyword{coordinates}
-
- The coordinates are used to choose a reporting system for position.
- The choices are:
-
- - Display: Position reported in pixels and lines in the loaded terrain.
- - Geocoded: Position reported in geocoded units as eastings and northings.
- - Geographic: Position reported in geographic units as longitude and latitude.
-
- 1 Units
- @keyword{units}
-
- The units are used to choose a reporting unit for distance and speed values.
- The choices are:
-
- - Metric: distance reported in m, speed in km per hour.
- - Imperial: distance reported in ft, speed in miles per hour.
-
- 1 Rendering Quality
- @keyword{quality}
-
- The render quality is selectable from the 'Options' topic from the menubar.
- It allows the user to specify the quality of the images being rendered.
- Three options are available: blocky, fitted and smooth.
-
- In blocky rendering mode, each pixel appears as a box with pronounced
- steps between pixels. This is the default rendering mode and the
- fastest.
-
- In fitted rendering mode, the edges of the pixels are interpolated so
- they fit together without any step effects. This rendering mode is
- about 75% of the speed of the blocky rendering mode.
-
- In smooth rendering mode, the edges of the pixels are interpolated so
- they fit together without any step effects and the colours of the
- pixels are smoothly blended. This rendering mode is 30% of the speed
- of the blocky rendering mode.
-
- 1 Render Mode
- @keyword{mode}
-
- There are two choices of rendering mode:
-
- - Normal: This is the regular rendering mode.
-
- - Anaglyph 3D: This is a special mode of rendering where the left view
- is rendered in red and the right view in blue. These two views are
- combined to form a stereo image. Anaglyph glasses (with red and
- blue tinted lenses) are required to view these images properly.
-
- On SGI workstations, two additional rendering modes are available:
-
- - Stereoglasses: This puts FLY! into color stereo mode. FLY! will use
- the entire screen in this mode. Special hardware liquid crystal
- stereoglasses are required to view in this mode.
-
- - Stereoglasses (expanded): In this mode, the stereo view is expanded
- in both the vertical and horizontal directions to produce an image
- 4x as large as the regular stereoglasses mode.
-
- While in stereoglasses mode, the flight can be played back by pressing
- the spacebar. Pressing the spacebar again while the flight is being played
- back will terminate the playback. Pressing any other key will bring the
- user back to normal mode.
-
- See Also: {..|}3D Images
-
- 1 Control Panel
- @keyword{control}{parameters}
-
- This panel is composed of several different areas, each used to set and
- report parameters relating to the viewer position, direction, elevation and
- speed.
-
- The position area is a square area that is mapped into the terrain. This
- square is scaled to the entire terrain area, regardless of the terrain's
- real aspect ratio. So, each corner of the square represents the corresponding
- corner of the terrain.
-
- A left click in the position area will place the viewer at that location
- on the terrain. A right click will change the move and viewing directions
- to point to that location. If the moving and viewing directions are
- already different, then only the move direction changes. A middle click
- changes the viewing direction only.
-
- The direction area is a graphical indicator of the current viewer movement
- direction as well as what direction the viewer is facing. It is possible
- to move in one direction while looking at another. The two need not be
- the same. The movement direction is indicated by the longer black line while
- the view direction is indicated by the shorter red line. The current rendering
- is always created from the view direction while forward movement caused
- by user free flight uses the movement direction.
-
- A left click in the direction area will change the move and view directions.
- A right click will change the view direction only. A middle click will change
- the move direction only.
-
- There is a text information area to the right of the direction area which
- reports the current position, speed and directions. This information always
- reflects the current rendering. The coordinates and units used for
- reporting can be set from the 'Coordinates' and 'Units' menus from
- the 'Options' menu.
-
- The elevation slider is used to change the elevation. The range of this
- slider is determined by the 'Elevation Range' panel, accessible from
- the 'Options' menu. Although the slider will indicate an elevation value,
- how it is interpreted depends on the elevation mode. Refer to the
- 'Elevation Options' topic for more details.
-
- The speed slider is used to change the speed. The range of this
- slider is determined by the 'Speed Range' panel, accessible from
- the 'Options' menu.
-
- See Also: {..|}Coordinates, {..|}Units, {..|}Elevation Options,
- {..|}Speed Options
-
- 1 User Free Flight
- @keyword{flight}
-
- User free flight is a special FLY! mode in which the viewer is continuously
- moving forward. The forward direction is determined by the movement
- direction. While in this mode, all of the usual methods of moving the
- viewer and the rendering parameters still work. For example, interactive
- movement can be achieved by clicking in the rendering window. A left
- click will change the flying direction. A right click will change the
- elevation. A middle click will put in and out of the free flight mode.
-
- When the viewer flies off one side of the terrain, they reappear on the
- other side. The distance at which the viewer advances is based on
- the number of frames being generated and the flying speed. It is computed
- such that if the speed is 50 km/h, after one hour the viewer would
- have traveled 50 km on the terrain's surface.
-
- While in this mode, file interactions such as loading and saving are not
- allowed.
-
- See Also: {..|}Rendering Window, {..|}Frames Per Second
-
- 1 Nadir View
- @keyword{nadir}
-
- This panel is used to show the overhead (or nadir) view of the terrain.
- This window is approximately 512 pixels by 512 lines in size and shows
- a decimated overview of the data if the loaded imagery is larger than
- this size. The window dimensions will vary to maintain a 1:1 aspect ratio.
-
- The current position is shown in the nadir view as a black and white
- marker. The white portion of the marker is a cross shape. The black
- portion forms an X. Hopefully, this marker will be visible in both
- light and dark regions. The extension on the marker indicates the
- current movement direction.
-
- A left click in the nadir view will place the viewer at that location
- on the terrain. A right click will change the move and viewing directions
- to point to that location. If the moving and viewing directions are
- already different, then only the move direction changes. A middle click
- changes the viewing direction only.
-
- There are two buttons at the top of the panel. The first button pops
- up a panel to set some options for the nadir window. The second button
- allows the user to toggle between views of the terrain imagery or elevation.
-
- 2 Nadir Options
-
- This panel allows the following options to be set:
-
- - Show Path: When this is on, the flight path is drawn in the nadir view.
- When it is off, the flight is not redrawn which should give slightly
- faster redraws of the nadir view.
-
- - Show Node Numbering: When this is on, each node in the path is
- shown with its node number. It can be turned off if the numbering
- is cluttering the nadir view.
-
- - Path Colour: Colour to draw the flight path in. It can be changed with
- the Edit... button.
-
- - Highlight Colour: Colour to draw the currently highlighted node in. It can
- be changed with the Edit... button.
-
- - Path Resolution: The splined flight path is drawn using line segments.
- This value determines how many total line segments to use for drawing
- the path. A higher number means that the path should look smoother since
- more lines are used to draw a curve. However, the more lines to draw,
- the longer it will take to redraw. This can be an issue when editing
- that path. Note that this does not affect the actual flight path,
- which is always a smooth bezier curve. This option only affects how
- it is draw on the screen.
-
- See Also: {works|modify col}Color Mixer
-
- 1 Memory Usage and Speed Hints
- @keyword{Memory}{Speed}
-
- FLY! is a memory intensive application. The following chart shows the
- RAM memory required for various input data sizes:
-
- @verbatim
- 1024 x 1024 7 Mbytes
- 1536 x 1536 14 Mbytes
- 2048 x 2048 24 Mbytes
- 4096 x 4096 88 Mbytes
- @end
-
- Add 5 to 8 Mbytes on top of this for the operating system and user interface.
-
- For example, if your workstation has 32 Mbytes of RAM, a 1536 x 1536
- database should run well. A 2048 x 2048 database, which would also
- work, may have very poor performance since RAM memory would be
- overloaded and the workstation would spend most of its time swapping
- memory to and from disk.
-
- To achieve maximum performance, it is best not to run any other
- applications while FLY! is active.
-
- 1 3D Images
- @keyword{3D}
-
- FLY! has the ability to render frames which give an appearance of true
- 3D depth.
-
- The 3-D effect is produced by generating slightly different left and
- right views for the left and the right eyes. The left view is
- rendered in blue, the right view is rendered in red, both views are
- merged. The user must wear anaglyph glasses (i.e. glasses with a blue
- lense for the left eye, red for right) when viewing the merged image.
- The blue lense filters the left image to the left eye and the red the
- right image to the right eye. The brain then integrates the resulting
- two images to be 3D.
-
- See Also: {..|}Render Mode, {..|}Change 3D
-
- 1 Spaceball (Only available on SGI platforms)
-
- If a spaceball is attached to the workstation, it is possible to use
- it to maneuver. Its usage is fairly intuitive. Simply push the
- spaceball in the direction of movement: forward, backward, left, right,
- up or down. Twisting the ball will also change the view/movement
- direction as well as the horizontal tilt.
-