Trees Leaves Blowing in the Wind

By Marc Fredrickson

Many years ago when I was working on Nintendo 64 games we tried to make trees move in the wind by programatically shifting the geometry vertices.  It didn’t look so good and took a lot of CPU cycles. There’s been progress since then both on the hardware and software side. A paper has been published by some smart people that take a tree model, move it, make copies in image form and then use the images to make the appearance of moving leaves.  And to top it off, they make different versions of the same tree as not all look the same! Back in the day all we had was rotate and scale so that the same tree profile wouldn’t be seen from the same vantage point.  Progress is excellent!

Source: New Scientist

So what is a Form Font anyway?

The name comes from the idea that a graphic style—Photo-real, NPR (Non-Photorealistic Representation), cartoon, comic book, Frank Lloyd Wright, Bauhaus, Constructivism and etc— is a representation.  One could say the Platonic version of an object is the ASCII equivalent. A chair is something that has 4 legs, a place to sit and a back rest.  It can be made to look many different ways. It can have many stylistic representations. The ASCII number for the ‘P’ is 80.  It is just a number. It has no relevance to anyone and is for the computer. It has no style. The style is given by the font. It can be Times New Roman, Arial or Helvetica. Someday we’ll be able in the same computer generated environment choose a chair, copy it X number of times and apply a font/rendering style. The name FormFonts is forward thinking to when the day arrives.

Yes, it’s a little heady and we’re dreamers. If we had to do it again we’d have chosen a different name. It would be a name that includes ‘3D models’ in it. And no we don’t offer text fonts.

Occupy GeoDesign

by Fred Abler

 

The OCCUPY MOVEMENT:  Lessons in Accidental Branding

There are creeping indications that branding and identity are co-evolving with new media in ways not yet fully appreciated. The Occupy Wall Street (O.W.S.) movement is a case in point.

“We are the 99%”  is an ingenious framing device. In one twitter-sized jot, it establishes moral authority and singularity. Yet paradoxically, it holds a large basket of social ills and outrages.

It was not created by pedigreed marketing professionals, but by a still anonymous graphic designer. In an age of intense anxiety and months before O.W.S. he started the Tumblr blog wearethe99percent.

The aim was to create a public space for people to share their grief and anger. The micro-blog quickly went viral. By the time O.W.S even reached public awareness, it was synonymous with “We are the 99%”.

This accidental branding resonated deeply with, well.. the 99%. It engendered global buy-in, and along with the transitive Occupy ”Anything” (i.e., Occupy Oakland, Occupy Berlin, etc.), enabled O.W.S. to assume a worldwide franchise in just three weeks.

Traditional media were visibly annoyed with the unwashed masses. Occupiers refused to define their movement. Honestly! How could pundits process O.W.S. (read trivialize) without ‘talking points’, or at the very least someone to argue with?

Fig 1. Commentator Ben Stein. ”O.W.S. protesters are smelly hippies and their omni-directional rainbow of hate needs refinement. They’re a bunch of bums as far as I’m concerned. If they had some specific ideas... if they were doing anythingwhatsoever besides sleeping in their tents and banging drums, I would say God bless them.”

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Autodesk 123D 4,5,6…12,13,14…is it a model yet?

By Marc Fredrickson

To state my bias first. I’ve never much been a fan of photo stitch programs. With Autodesk’s release of 123D Catch I thought I’d check in to see the current state of the software.  I downloaded and installed the software easily and smoothly. I used my Autodesk ID to sign in—which was nice that I didn’t have to have yet another login.  I watched an intro video. It was interesting. I then jumped in thinking I’ll try to capture one of my son’s toy tractors.

A toy tractor to capture using Autodesk123

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1,000 3D Models!

Gabriel posted his 1,000th model today! It some how seems appropriate that a subscriber requested flowers. Gabriel made the most beautiful flowers. Three cheers! Or should we say “One-thousand cheers!”

And to look back here’s Gabriel’s first model posting.

ESRI’s CityEngine – In praise of forced compromise..and electric sheep!

By Fred Abler

In school, young architects quickly learn that severe constraints are often their best friend. Then as professional designers, we routinely seek the deepest design constraints early to begin negotiating the forced compromise of good design.

Not surprising then, forced compromise also drives the very best software design.

The severe limitations of viewing 3D objects on a 2D screen forced Joe Esch to invent the geometric inference engine in the late 90’s, and SketchUp was born. SketchUp’s inference engine gave users an intuitive pen and paper like “drawing” experience paired with simple tools that let designers play with their designs in a way that had not been done before. The result was a unique user experience I call ‘structured play’, that proved to be an addictive approach to 3D content creation (we’ll come back to this).

Early video games similarly had severe memory limitations. This forced content such as maps to be generated algorithmically on-the-fly – there simply wasn’t enough space to store large amounts of pre-made levels and 2D/3D Art. This content strategy was called procedural generation, whereby needed virtual real-estate gets whipped up procedurally ‘just-in-time’ from rule-based algorithms. Regrettably, capacious memory has since largely obviated such programmatic cleverness.

Today, games ship with tons of ‘dead parrots’ (polygons) and handmade 3D Art. However, procedural generation has recently made a big comeback in a new class of voxel-based terrain games called ‘sand-box modelers’. MineCraft makes extensive use of procedural generation. Whenever a player moves to the edges of the ‘known world’, more terrain is procedurally generated. Those familiar with generative components, or that design-school-darling Rhino and its Grasshopper plugin, already understand procedural generation.

ESRI’s CityEngine uniquely enables procedural generation for city-scale content creation. CityEngine is like… well, it’s a lot like SketchUp on steroids. Individual 3D objects are not just dynamic components, the entire network of 3D objects in your model space collectively has dynamic fidelity!  So for example, you can simply drag the street-edge of your city block model, and CityEngine auto-magically in-fills the urban block with suitably contextual buildings – using the procedural equivalent of Chris Alexander’s  ‘pattern languages’.

To get quick view of  this urban block stretching (and other whizzy demo capabilities ) check out the CityEngine demo:

Go to ESRI's website to view demos

http://www.esri.com/software/cityengine/demos.html

To see the true power of CityEngine’s pattern-based inferencing, and the future of UI design, watch Gert make a bridge…. wait for it !!

Go to ESRI's website to see a video demo

http://video.arcgis.com/watch/427/3d-gis-in-arcgis-10.1

In fact, ESRI’s CityEngine is what you would get if SketchUp’s (inference engine), and Chris Alexander’s ‘A Pattern Language’ had a love-child. How is that for a forced-association? CityEngine’s geometric engine lets you mashup geodesign patterns on the fly, and afterall mashup is just another word for forced association. So not only is the underlying software design the result of brilliant negotiation of forced compromises; CityEngine itself powerfully enables you to experiment with your own forced-associations. It’s the urban designers’ ultimate 3D pattern-masher.

For example, I started my first session by importing a “San Francisco” style base map into my CityEngine workspace, and then applied a ‘Science Fiction’ design pattern. Actually, they’re called “rules” in CityEngine, but designers don’t like rules. They should be called patterns. This scifi mashup with thousands of 3D buildings took less than 3 minutes to generate. I actually made a cuppa, so it was probably less. Afterwards, I spent way too much time tweaking this procedurally generated android dream into something that looked like a CGI set for – CSI 2K47 : San Francisco  (Bladerunner Division).

In short, ESRI has a huge breakout 3D tool for urban content creation and design exploration on its’ hands with CityEngine. New for the staid GIS provider, CityEngine software has legitimate snazz-factor, and the combined inference-ability and play-ability more than meet my viral test for ‘structured play’. This software is sticky! You’re in-flow almost immediately, and then the software quickly engages the users’ curiosity and ‘what if’ design sensibilities.

Those of us who fondly remember the delicious hours spent falling in love with Google’s SketchUp, will recognize the feeling.. all over again.

Fred Abler is CEO of FormFonts 3D, the world’s first subscription-based 3D model library.

Details and Downloads, etc.

ESRI has just released a new version of CityEngine and you can get your 30 day free trial here.

This latest version takes typical GIS layers (i.e. design patterns) easily as input, and thereby enables more geo-specific urban content generation. It also enables you to insert high fidelity reference models where needed, and makes extensive use of drag and drop.

FormFonts 3D’s .dae files are easily imported into CityEngine and we will soon be supporting ESRI’s style files natively. If you need custom models for CityEngine, we can of course oblige. I’ve already requested my procedural ‘electric sheep’ from Alan Fraser, and our world-class 3D artists will be happy to help make procedural content for you. In fact you might just find some of Marc’s handiwork in the latest CityEngine release.

The download takes less than 2 mintues, and the setup wizard was actually worth it!  It lets you easily bind your mouse and keyboard to CityEngine using familiar iconography from your favorite 3D application. So of course… I simply selected SketchUp, and the entire CityEngine interface is now strangely familiar.

© 2011 FormFonts 3D – All Rights Reserved. No use without full attribution and linking.