maxim wrote:Why not? Can't we generate a 3D model from a greyscale/height model? We have to assume that the arms and the core are height, while the gaps are low - and that may miss the real 3d structure totally in some cases - but that's the only information we have. So if we twist the parameters of the algorithm, until the model exactly fits into the picture, we have a good starting point - or do I miss something?
I think we should separate these two things to make the discussion clearer:
- We have a 3D rendering of galaxies in Celestia, which (hopefully) will soon be improved to allow to render the various galaxy types differently (but they are still "grey blobs"). If you have the image of a galaxy you can find a matching galaxy model (like finding the type of a galaxy), and you probably could even modify the rendering paramters such that the rendering (number of arms, spacing of arms, etc.) matches the galaxy image closely. I assume this is what you had in mind. However I doubt that the model used for galaxy rendering is suitable to map a texture on it - for a realistic 3D model we would need texture information which also looks good from each side. So I don't think it's worth the effort to try and match the galaxy rendering to real images - simple parametrization, possible adding some hue, should provide nearly the same degree of accuracy.
- We can assume that the brightness of some object is related to its thickness, and based on that assumption generate a simple model which is pretty much 2D + height. But the resulting model isn't a real 3D model, it will always look imperfect when seen from a side. This isn't too bad for galaxies (which often are flat) or some nebulae, but doesn't give realistic results for many other objects. However this may still be preferable than having completely flat billboards (there is some danger in people assuming that the objects really look like the model). This method gives you the feeling of some depth, so it still looks good when seen from an angle, and this what my (or selden's) converer do.
Harry wrote:But even if you have a good 3D galaxy model it's not trivial to map the texure onto it in a way which looks good from all sides.
Yes, the texture is warped along the bumps. But that's a problem that can only be handled by keeping the bumps quite moderate, I'm afraid.
But AFAICS Toti's new rendering algorithm doesn't produce bumps, it produces lot's of small clouds (someone correct me if I am wrong). It's certainly not made to map a texture on it. That's why I want to separate these two areas - the default galaxy rendering (grey blobs) and using replacement models (CMOD).
The described procedure was only a result of some brainstorming. One could create an example pic perhaps. I think I could create three greyscale/heightmap layers from an example galaxy, if you think you can alter your algorithm in a way to process these subsequently.
I am still not sure what you expect the resulting model to look like.
Currently it's just two layers (one facing in each direction) which do have some elevation above the default x-y plane, with the elevation derived from the brightness at the corresponding point in the supplied image.
Harald