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3D Gugle
User's Guide

(Direct 3D Objects LAB)


Index:

    >> Presentation of "Objects" (Direct 3D objects LAB)

    >> Using the software
            Models and the file format "X"
            Regulations and controls
            Using the Layers
            Hierarchy of representation
            Properties of the 3D objects
            Standard objects
            Background image
            Text as 3D object
            The Main window
            How to save images
            How to save a stereo or lenticular sequence   
            How to Load/Save a project
            The main dialogue and its controls
            How to add a stereoscopic effect

   >> Operative requirements



Presentation of "Objects" (Direct 3D objects LAB)

This LAB is designed to create stereoscopic lenticular and graphical applications using the features of the 3D objects.

The 3D objects (or models) are 2D graphic images that contain information about their size.

For more information on this see:  http://en.wikipedia.org/wiki/3D_modeling

Before describing the features it should be specified that the laboratory uses the same methods of managing the 3D objects but there is no need to use 3D objects.

In other words the "Objects" LAB of 3D Gugle has expanded the traditional 3D possibilities by adding new methods and new capabilities for stereoscopic, lenticular and ordinary graphics applications.

In the new "Objects" environment it is now possible to create any thing using any thing as a source.

When a normal image is added in the laboratory it acquires new properties inherent in the stereoscopy, graphics processing and transformation, transparency, spatial position etc. and also it acquires some characteristics of 3D objects.

For example, on moving an image in the virtual space of "Objects" it will be automatically resized or distorted according to the new and specific space location.

The following example demonstrates that photos and 3D models now can be living in the same space using also the 3D stereoscopic properties.

Click to download the cross-eye animation.
Click to download the anaglyph animation.

With the advent of the "Direct 3D Objects" LAB new operational possibilities are opened up, not only in the technical domain but also in ordinary and stereoscopic artistic compositions.

A cross-eye example


 

The same example but in Anaglyph format

Another example

To design this LAB it was necessary to review and modify the known and standard methods used for calculating perspective.
The perspective calculated in a traditional way possibly contains errors, but certainly is not suitable for stereoscopic applications.

It is emphasized that the algorithms used in this laboratory are unique and the exclusive property of 3D Gugle.

Using the cross-eye examples below it is possible to compare the two methods and easily verify that with the standard calculation method (used also by DirectX) it is impossible to obtain correct stereoscopic vision.

Perspective: Standard calculation


 

Perspective: 3D Gugle Calculation

Note
The original images used in all examples are from the stereo artist: Dr. Zsolnai-Nagy Imre


Using the software

DirectX
If you have problems to use "Direct 3D Object" LAB to make a complete test of your DirectX search in Internet: "MicroSoft download "DirectX End-User Runtime"".

Models and file in "X"format

To run the LAB from the "Start" menu, select "3D Gugle" and then "Direct 3D Objects LAB"


 

For practising with the laboratory there is a small set of 3D models in a zip file. The models come from the Microsoft DirectX 9.0 SDK.
To download the set of models click here

On the Internet you can find many models (many are free but for others you must pay.)
Generally it is convenient to do a search using the word ".
3ds
".
"3ds" format is the most widespread of 3D models.

We recommend these links
http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ (contains a list of sites with models)
http://3delicious.net (a well-stocked archive)

"Objects" only works with the Microsoft "X" files so it is necessary, before using the models, to convert them to this format.
To do the conversion you can use the direct function of "Objects": "
Convert 3DS to X Files" which is visible by pressing the button "File
".


Not all "3ds" models are convertible and it often happens that even after the successful conversion, the model can not be used.
To convert the "3ds" format, 3D Gugle uses software by Microsoft. In theory this software is of the best quality but in reality it fails frequently.
To do the conversions we suggest using a third-part program, so that you can use in addition to the "3ds" models, other formats as well.
A free software program that has many capabilities for conversion and modelling is "
Blender". This software can be downloaded from this link.
http://www.blender.org/download/get-blender/

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Regulations and controls

Scroll bars
To move and to transform the objects only the scroll bars are used. In this project the Scroll bars have been preferred to the direct use of the mouse because this allows the greater precision of movement which is required in stereoscopy.

The scroll bars are movable using the mouse, the keys and the mouse wheel.
To select the scroll to move with a key, click on the scroll.

With the keys "A" and "S" you can move the normal scroll right/left by one step.
With the keys
Page-Up/Down you can move right/left each of the scrolls by many steps.

With the keys
Home you can move each of the scrolls to the Minimum value.
With the keys
End you can move each of the scrolls to the Max value.

For further information on the standard controls see
Common buttons and functionality

Control dialogue
To hide/reveal the controls dialogue-box, click on the image to toggle.

To hide the preview screen and the controls dialogue box use the standard "minimize" button.


 

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Using the Layers

The Layer is a normal image that uses transparencies.

The Layers of 3D Gugle use pure "Black" as the transparent colour. The Layer is of fundamental importance in the 2D>3D conversions, lenticular applications, animations, etc.
In "Objects" it is possible to use the ordinary and the stereo Layers without any limit.

For further information about the 3D Gugle Layer see the following tutorials:

    Direct Layer LAB                      To extract the Layers from the images
    Layers Assembly LAB               To assemble and manage the Layers to create animations and lenticular effects
    Algorithms to Layers LAB         To automatically create new intermediate frames with many algorithms of transformation
    Box                                             To extract the Layers using the "By Points" methods
    Combine LAB                              Maintenance of the Layers.
    Paint LAB                                    To retouch Layer, images or to clone areas
    Write LAB                                  To write on images and to create Layers from text
    Pattern and Texture LAB          To create infinite patterns, textures and special Layers

In "Objects" it is possible to load both an ordinary Layer or stereoscopic Layers.
A stereoscopic Layer is composed from two different Layers, one for the left part and the other for the right part.

To load a Layer press the button "
Object" and then select "Object from Layer".

The possible formats to open a Layer are: "*.bmp", "*.gna", "*.png".

After having opened a Layer, to open, to change, to add a stereoscopic Layer, etc. click on the button "Property" and then use the buttons "Open Left/ Open Right".

In the image below two Layers are loaded: one normal (the mask) and the other is stereo (rag doll).
In contrast the back fruit is not a Layer but is a "Background image" of which we will speak subsequently.

To correctly operate with the Layers, particularly in the complex images, it is essential to understand the method used by "Objects" to manage the transparencies.

"Objects" determines the transparency by reading the position of the Layer in the virtual space 3D (Z).
In other words "Object" makes transparent only the 3d objects or Layers or images that are set behind the Layer in the position "Z" but not what is set before.

This concept will be easily comprehensible if you consider that you don't work on a sketch but on a solid object.
In a sketch the possible directions are two (right-left and higher-lower part) while in a solid the directions are three: the third direction is the distance (Z).

The "arrow" here is the Layer used for representing the directions in the cross-eye figure that follows.


To correctly position a Layer means to fix it in three coordinates (x,y,z) and not in two.

If the Layer will be used to contemporaneously occupy more positions in the space "Z" it is best to reduce the operational part of the Layer to the smallest possible even in its transparent parts (black).

For instance the Layer of the arrow becomes like this:

A tilted Layer can occupy more "Z" space. See for example the Red arrow in the previous cross-eye image

To move a Layer (and the same rule is valid for any type of object) click first on the button "
Location" and then use the scroll bars.

The scrolls "X", "Y", "Z" move in the respective directions.

"X" horizontal movement
"
Y" vertical movement
"
Z" variation of the distance inside the 3D scene. In other words to increase/decrease the distance between the object and the observer.

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Hierarchy of Representation

The various objects that constitute the scene are drawn in sequence starting from the first one listed in the "Objects" list to the last one of the same list.

The drawn sequence is very important and it constantly needs to be verified.
An incorrect sequence can result in some objects being hidden and the Layers may produce transparency errors.

When many objects are used and the objects have inclinations for the "Z" field, after moving a single object it can be necessary to repair the drawn sequence.

The hierarchical position can be modified at anytime using the two buttons with the arrow icon situated under the list of the objects.

A conflict between the spatial position and the sequence is not always an error. In many cases this conflict is often used for producing unique graphic effects and is of great visual impact.

In the example anaglyph that follows, using the "Spatial conflict" the objects have been intersected, overlayed, superimposed through each other to unite them and to create a sculpture of cubistic style. The title is "Young Woman”.

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Properties of the 3D objects

Any 3D object, Layer or background image has both common and specific properties.
The specific properties are unique, inherent in the object in question, and are determined by the object creator.

Common property:
All objects are composed of at least one element. This minimum and essential element is called "Material".
The "Material" contains all the necessary geometric information needed to draw the object in 3D space and other information (not obligatory) related to the management of "Texture", sketch colours and lights colours.

Specific properties:
"Specific properties" can be described as being
when an Object has more than one "Material".
Each "Material" contains different information.
"Objects" allows the management of each material in an independent way. In other words you can modify any single property. (Obviously this will be possible only if the object has been created with modifiable properties.)

When an object has specific properties, these properties are accessible by pressing the button "Property" in the panel "Selected Object" and in the "List Box" of this section they are listed and selectable.
To modify the property select in the list the material to modify.

In the image below is an object with "Specific properties" as it appears when it is opened (black, to the left) and after the change of colours and the addition of one "Texture".

Normally before using a new object it is necessary to perform some manipulation. When completed and the various materials set up, it is advisable to save the object with the new properties.
To save to press the button "
File" and then "Save selected object". If the object contains Texture it will be saved in the same directory as the file X.

Using the "Property" panel you can also change or adjust the two basic colour sources for the 3D objects.
The colours are "
Diffuse" and "Emissive".

The "emissive" colour is the rising colour of the object. To understand this colour, think of a coloured light bulb.
In practice this colour is a source of coloured light with a colour selected by the button "
Colour" and the level set using the relative scroll bar.
If the level of this colour is too high the object will become insensitive to the shadows and the general illumination of the scene.
Normally this colour is "white."
If when using the scroll, no effect is achieved, this can be caused by the fact that the original colour is Black. In this case it is necessary to change the colour using the button "Colour".

The "diffuse" is the colour that the object reflects when it is illuminated by the main light of the whole scene.
Normally this colour is clear grey.

The "
Textures" are images that are wound (as a skin) on the 3D objects.
Not all objects 3D are able to manage the
Texture but in many cases the texture can be used to produce special and unusual colours.

“Objects” accept as Texture all the valid graphic formats of 3D Gugle whilst also adding the format "*. dds" which is one of the Microsoft standard "Texture " formats.
To add a Texture use the button "
Load Texture".
For objects that have specific properties it is possible to add a different Texture for each of the materials.

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The Standard Objects

This type of object is part of the 3D Gugle system. To use it press the button "Objects" and then "Object from STANDARD"

To load an object, select it from the list and then double click or use the button "Load".

Two of these objects have special properties. These objects are: "
Cube" and the square "Surface".
These special objects accept Textures and normally are used as basic elements used to build the scenographies.

All other objects accept Textures but the method used to draw is not linear.
The purpose of the "Non-linearity" is to create special graphics effects or sub-Textures.

The standard objects can use also the colours "Emissive" and "Diffuse".

In the cross-eye example below two squared surfaces are used with textures for the floor and the wall and two spheres also use textures.


 

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Background Image

To load an image as background press the button "Object" and then: "Load BACKGROUND Image".

The "Background Image" is similar to a common 3D Object. You can move, resize, rotate, etc. but with two differences.

The first difference is the possibility to load stereo Textures (Images) and the second difference is in the hierarchical position.
The "Background Image" is always in the first position and it is not possible to load two "Background Images".

 To load or to change the images or stereoscopic image select first the "Background image" in the list of the objects and then press the button "Property".

"Objects" has adopted this operational methodology to manage the background images so as to be able to use a special, very interesting, optic effect that has been discovered by the same inventor of the 3D Gugle project.
The effect allows, in some cases, the creation of an illusion that some objects have penetrated into a different image.
To realise this illusion it is necessary that the background image contains very leaning stereoscopic parts.

An example in cross-eye is below. To see another example click here

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Text as 3D Object

"Objects" can transform any text or symbol into a standard 3D Object.
To use this function press the button "Object" and then "
Object from TEXT".

In the controls dialogue you can choose the character style and the two base colours.
With the aid of the scroll bars the text can be moved or resized but these regulations are however provisional in that you can adjust them after having pressed the button "
OK".

After pressing the button "OK" the control dialogue is hidden and you can use the standard controls.

To modify the text write a new text in the "input box" and then select the button "Set change" to see and memorise the change.
To modify an already existing text select the text in the "Objects List" and then press the button "
Property".

3D Gugle also has another LAB "Write" to manage the text

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The Main window

"Objects" can operate in three different modes: "2D", "3D" and "ANA" (anaglyph).
To select the mode click on the corresponding button on the bottom left of the main window.



Regardless of the selected mode, "Objects" continuously calculates the 3D projection so it is possible to change the operative mode at any time and without problems.

For all the modes the function "
Frame", with which it is possible to add a coloured frame to the images, is available.
The thickness of the frame is modified with the scroll bar and to change the colour press the button "
Frame colour".

The frame’s only purpose is to improve the 3D view during the job. It is temporary and is not saved with the images.
For other information about the frame you can see the tutorial of the specific LAB of 3D Gugle
"Frame Shop"

The mode "2D" is used to work with ordinary graphics or is used to see the full screen. The visualised image is always on the left.
The mode "3D" divides the screen into two vertical parts so that you have a preview in real time for the cross/parallel eye views or for using a stereoscope.
To move the two images on the screen use the scroll bar shown below by the red line.


When the mode "3D" is active, clicking on the button "Win" results in the two images being resized and filling the screen.

The mode "ANA" (anaglyph) is not a real operational method but only an anaglyph preview.
In the mode "ANA" you can perform all possible functions but for the complex calculation that is required for the preview, the refresh rate is slow.
When the mode "ANA" is activated a new scroll bar that is used to move the shift colour left-right, becomes visible.

"Objects" can operate with all possible combination of anaglyph colours. The combination that is used is the same set of 3D Gugle anaglyph colours.
To choose the preferred combination of colours
click here

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How to save the images

To save 2D or stereo images press the button "File" and then in the menu select "Save Image(s)".

In the dialogue that appears select the folder and then write the name of the new image-file.
If the name is without extension "Object" automatically adds the extension ".BMP".

To select a different format use the "Format list box" in the same dialogue.

If the selected Format is different from the Format that you type, the selected Format will apply.
For example if you write "Test.bmp" and then you select "*.hdr" in the "Format list box" the image will be saved as "Test.hdr".

The possible format are four "
*.bmp", "*.hdr", "*png", "*.dds".

The Formats "*.hdr" and "*.dds" are valid only in "Objects" LAB, not in 3D Gugle.

"*.dds" is a Texture standard Format and "*.hdr" is a special Format that allows greater changing of the tone and colours.
For further information on the "*.hdr" Format click the link below.

http://en.wikipedia.org/wiki/High_dynamic_range_imaging

We have added the possibility to save and to open images in "*. hdr" Format to offer the maximum choice to our consumers but remember that 3D Gugle has graphics functions more efficient than those possible with the HDR images.
These functions of 3D Gugle can also operate on any type of image. For further information see the following tutorials:

Image Reconstruction By colours" and "By Contrast
Holo Image Reconstruction
Emboss Depth Enphasise
Sharpen

Pressing the "OK" button a new dialogue will appear.

The possible options change depending on the selected format. For example if the format is "*.hdr" it won't be possible to use the "Image Size" options.

To save press the button "
Save".
On selecting "
Left and Right" the two images "Left/Right" will be saved and in the file name an identifying prefix is added automatically.

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How to save a stereo or lenticular sequence

"Objects" enables the saving of lenticular and stereoscopic sequences or graphic animations.
To activate this function press the button "
File" and then "Save Lenticular/Stereo sequence".

After clicking on the menu "Save Lenticular/Stereo sequence" a new controls dialogue will appear with which it is possible to select the work method and to plan the sequence parameters.

To begin it is necessary to determine the operative method by selecting "Lenticular" or "Stereo".

The method "
Lenticular" saves only the animation applied to the left image. This method is generally used for producing lenticular sequences, Flip-Flop effect or ordinary graphic animations.
In the mode "Lenticular" you can work in two ways: "Cross-eye" and "Parallel-eye".
To generate a Cross-eye sequence use positive values in "Angle Step" and negative values in “Angle Step” for "Parallel-eye"

For example to create a "Parallel" sequence with 8 frames:
    "Angle Start" = 4
    "Angle Step" = - 1
for Cross sequence:
    "Angle Start" = - 4
    "Angle Step" = 1


The method "Stereo" saves two sequences generated from the Left and Right images. The two sequences are saved in two separate directories.
This method is generally used to create stereo animations.
To obtain a stereo animation it is obviously necessary that before entering into this automation LAB, the images must have 3D depth.
To create a 3D depth use, in the "Main" panel, the scroll bar "
3D Stereo Depth".  Click to see other information about the 3D depth.



On selecting "Stereo" the screen is separated into two parts so you have the cross/parallel eye preview in real time. Also in the main screen, the function "Win", with which it is possible to entirely draw the two images in the screen space, is active.

To visualize the preview of the animation use the buttons "
Play" in the panel "Play sequence".
To repeat the preview continuously select "
Repeat".



When "Repeat" is active it is possible to select "Inverted", "Inverted" produces a reversed sequence.
When the frames of the sequence are saved, only the quantity determined by the scroll "Frames" will be saved, ignoring those of the inverted sequence.

On pressing the "
white button" with the "arrow" icon the controls dialogue is reduced in size allowing a full view of the screen.

Setting
To understand the method used to produce a sequence it is best to imagine the scene filmed with a camera moved horizontally on a platform.

The camera moves one step at time for the number planned from "Angle Step" and will continue its movement until the quantity of total step is the same as the value determined in "Frames".
The point of departure of the transition is determined by "
Angle Start".

The camera in its movement rotates on its axis so that it is always pointed to the center of the scene.

Attention
It is recommended that the "stereo" animations do not exceed the values of -12. 5 of "Angle Start" and of +12. 5 for the end point. This is so that annoying optic rivalries are not created.

Before saving the sequence it is advisable to choose the format.
To select the format click on the button "
Format *. bmp".

and to select the size of the Frames click on the button "Size 100%"

If it is necessary to stop the process of saving, press the "Space Bar".

Suggestions for the Frames management
3D Gugle has many laboratories with which it is possible to operate on the frames and to create a movie using frames. Here a little list:

    3D Frames from Left-Right frames     AVI Editor (Moviola) to assemble the left and right frames into anaglyphs or stereo side by side
    AVI from frames                               AVI Editor (Moviola) to create AVI movie from frames
    Save/Resize Batch                  Batch resize a folder of images using none, bilinear or high-quality bicubic interpolation, convert a series of BMP images            into frames which can be used in Movie LAB, save a series of frames in inverted order to allow continuous-cycling. Encrypt/Decrypt images and files
    Frame Utility                                    Resize, crop, insert logo/text, insert frames
    Graphic operation on the frames         Contrast, brightness, Daylight, Greyscale, Gamma, Sharpen, Add colour, Saturation or deghost to a single frame or group of frames
    Algorithms to Layers                         To automatically create new intermediate frames with many algorithms of transformation
    Layers Assembly                                To assemble and manage the Layers to create animations and lenticular effects

3D Gugle uses "
*.gna" as the standard format to save and manage the frames and the Layers.
Save the frame in this format if it is desired to create movie, animation or stereo applications.
For further information on the graphic formats used in 3D Gugle
click here.

1) To convert a serie of images in frames with "*gna" format use  Save/Resize Batch
2) To resize a serie of any type of frames or images use Save/Resize Batch
3) To apply graphic functions to a frames "*.gna" use Graphic operation on the frames
4) To cut or resize frames "*.gna" use Frame Utility
5) To add Logo/Text to frames "*.gna" use Frame Utility
6) To create a serie of frames in inverted order to allow continuos-cycling to frames "*.gna" use Save/Resize Batch
7) To add a serie of frames "*gna" in inverted order or to add frames from another movie use Frame Utility
8) To apply a serie of frames "*.gna" transformations, rotations, deformations, ecc use Algorithms to Layers
9) To apply a serie of frames "*.gna" deformations stereo or normal, ecc use Frames 3D to 3D
10) To create film AVI using frames "*.gna" use  AVI from frames
11) To create frames stereo or anaglyph using frames "*.gna" use 3D Frames from Left-Right frames
12) To create animations using Layers or frames "*.gna" use Layers Assembly

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How to Load/Save a project

To Save/Load or to create a new project click on the button "File" and then select the desired option. The file of the projects has the extension "*.p3g".

Each project contains all information parameters and also the files of the "X" objects, Layers, images and Textures from which the project can be exported to other computers or to other countries without the necessity of attaching other files.

When a project is opened all files are decompressed and saved in a special folder.
This folder is located in the same directory of the 3D Gugle installation and is named "
\OBJs". If you like you can copy models and objects in this folder for other applications.

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The main dialogue and its controls

The main dialogue has three sections:
    "
Main" contains the controls to operate on all objects simultaneously.
    "
Selected Object" contains the controls to operate on the single object (selected object)
    "
Objects" this section contains a Box with a list of the loaded objects and buttons to change the drawn hierarchy, to clone or to eliminate an object.

The dialogue has also two important buttons "File" and "Object".
    "
File" is used to manage the files (Save, load, animations, etc.)
    "
Object" is used to add 3D objects to the projects.

Section "Selected Object"
(Four options to operate on the selected object)



   
"Location" moves in the horizontal (X), and vertical (Y) and changes the distance object-observer (Z)
    "
Zoom" resizes the object; (Zt) operates on all directions, (X,Y,Z) resizes only in a determined direction.

    The possibility to resize in an independent way (for every single axis) is very important because it allows you to do deformations or to produce different forms and therefore new objects.

In the image below is an example showing the application of the "Zoom" applied to a single axis, starting from a "Standard" object "Cylinder".

    "Rotation" rotates the object in every possible direction.
    "
Property" enables changing a lot of visual characteristics of the object. For further information on the "Property " click here.

Section "Main"
(Six options to operate on all objects simultaneously)


 

   "Location" moves in the horizontal (X), vertical (Y) and changes the distance between object-observer (Z), "H" changes the height of observation.

An example of the "H" application.



    "Zoom" resizes the scene.

    "Light" moves the main light source in all directions.

    "Contrast" changes the Contrast and the Luminance of the scene.

    "Property" changes the main light colour and the background colour.

An example using different light colours (White to left, Azure, Green).


 

    "3D Depth" applies the math transformation to convert the scene in a stereoscopic scene.
"
Negative" value for "Cross-eye" or "anaglyph", "Positive" value for the "Parallel-eye" vision.

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How to add a stereoscopic effect

With "Objects" to add a stereoscopic effects is extremely easy and you use only the scroll bar "3D Depth" in the "Main" panel.

Moving the scroll to the left you have "Negative" value for the "Cross-eye" or "anaglyph" vision, moving to the right you have "Positive" value for the "Parallel-eye" vision.

To operate with "Objects" it is indispensable to know one method of viewing "Free-eye" or to use a "Mirror/screen stereoscope".

The free-eye vision "
Cross/Parallel-Eye" however is very easy to learn and it requires only some exercises.

To learn you can use this tutorial of 3D Gugle. The tutorial is written in the Italian language but you have a local translator.

"Objects" has also the anaglyph preview but it is slow to refresh.


Other hints
To create a good and realistic stereo effect it is indispensable to pay attention to "Z" position and the Size" of the objects.

It is important also to know or determine the destination of your work.
The stereoscopic effect among the various methods of vision (Free-eye, anaglyphs, stereoscope, size of print, etc.)  is extraordinarily different so it is necessary to know how your final work will be shown.
For instance an image "Cross-eye" has a
stereoscopic effect at least 10 times inferior to that of an anaglyph.

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Operative Requirements

To use "Direct 3D objects" LAB the computer has to possess the followings minimum requirements:

    Windows "XP"       640 KB Ram, processor 2.5 MHz
    Windows "Vista"   4 GB Ram, dual processor 2.0 MHz
   
The actual version works only with 24-32 bits of colour.
The updating to 64 bits will be effected as soon as DirectX 10 and Windows "7" is in a final release.

Updating to 64 bits for the actual or any future versions of Windows "Vista" won't be effected.

Maximum size of the images managed from "Objects":

    - Background image, pixel max (1200 x 1200)
    - Layer image, pixel max (1000 x 1000)
    - Texture image, pixel max (800 x 800)

The actual version accepts as maximum 255 3D objects.

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