3D Graphics Modelling and Rendering mini-HOWTO
 Dave Jarvis
 v1.1, 27 March 2001

 Details download and installation instructions for a graphics render�
 ing and modelling development environment using RedHat Linux.
 ______________________________________________________________________

 Table of Contents


 1. Introduction

    1.1 Preamble
    1.2 Modelling vs. Modeling
    1.3 Copyright Information

 2. Background Information

    2.1 The Graphics Library
    2.2 The Graphics Modeller
    2.3 The Graphics Renderer

 3. Installation Instructions

    3.1 Warning
    3.2 Download the Software
    3.3 Install the Graphics Library
    3.4 Install the Graphics Renderer
    3.5 Install the Graphics Modeller
    3.6 Clean Up

 4. Miscellaneous Information

    4.1 Lighting
    4.2 Tutorials

 5. Related Links

    5.1 Graphics Libraries
    5.2 Graphics Renderers
    5.3 Graphics Modellers
    5.4 Miscellaneous Links

 6. Acknowledgements



 ______________________________________________________________________

 1.  Introduction

 1.1.  Preamble

 This document will guide you through the steps used to install and
 configure an environment for modelling and rendering three-dimensional
 graphics using Linux.  In this section you will also find information
 in  laymans terms about the required components and how they piece
 together.  The installation section is purposely minimal; merely the
 quick and dirty steps needed to take to get up and running (if it
 doesn't work, more information is available).  For those that want
 more information about the software components and what they do (in
 general), please continue reading.

 There are, at the minimum, three software packages you'll need in
 order to get up and running.  These are as follows (in the order they
 are explained, not the order they are installed):


 �  a graphics library;

 �  a graphics modeller;

 �  a graphics renderer.

 1.2.  Modelling vs. Modeling

 The spelling modelling is Canadian.  The spelling modeling is
 American.  The original author of this document is Canadian.  ;-)

 1.3.  Copyright Information

 Copyright � 2000-2001 Dave Jarvis

 This document may be reproduced in whole or in part, without fee,
 subject to the following restrictions:


 �  the copyright notice above and this permission notice must be
    preserved complete on all complete or partial copies;

 �  any translation or derived work must be approved by the author in
    writing before distribution;

 �  if you distribute this work in part, instructions for obtaining the
    complete version of this manual must be included, and a means for
    obtaining a complete version provided;

 �  small portions may be reproduced as illustrations for reviews or
    quotes in other works without this permission notice if proper
    citation is given.

 2.  Background Information

 The content of this section exists only to describe, in general, the
 three main components required for three-dimensional modelling and
 rendering with a Linux-based system.

 2.1.  The Graphics Library

 A graphics library consists of the most basic tools used for
 manipulating graphical images.  Think of all the things needed to
 build a house: wiring, plumbing, wood, bricks, and such.  The graphics
 library can be thought of as not these items, but rather the tools
 used create such items.  After all, wire, metal tubes, planks, and
 bricks don't magically appear; rather they are created and formed as
 entities unto themselves.  On a similar note, graphics don't magically
 appear on the screen -- typically they consist of lower-level graphics
 primatives (lines, rectangles, and individual pixels, for example).

 So the graphics library, then, can be thought of as the low-level
 graphics primatives used to build more complex objects (spheres,
 boxes, complex polygons, etc.).  Those complex objects are then used
 to build even more complicated shapes and figures.

 The graphics library installed was the freeware implementation of
 OpenGL called Mesa.

 2.2.  The Graphics Modeller

 Since the graphics renderer is, ideally, completely hidden from the
 end-user, we'll deal with that last (besides which, modelling is the
 next logical step in keeping with my house-building analogy).
 However, when it comes to the actual installation, a graphics modeller
 relies on the renderer already being installed.

 If the graphics library is akin to the tools used to build the tools
 used to build a house (!), then graphics modellers can be thought of
 as the tools used to build the blueprints for the house --
 sophisticated blueprints, as modellers let you dictate exactly where
 the wiring, plumbing, wood panels, bricks, and forth are supposed to
 go.  Furthermore, they let you pick the style of panelling and the
 colour of the bricks you desire.

 The graphics modeller installed was the freeware package called The
 Mops, which produces RenderMan-compatible files.

 2.3.  The Graphics Renderer

 In keeping with the house-building analogy, the graphics renderer is
 then the construction workers.  Once you have the blueprints and
 materials ready to go, you need something to actually build the house
 so it appears how it was designed.  The graphics renderer is given
 information (i.e., the blueprints in the form of a RenderMan-
 compatible file, or equivalent) from the the modeller to produce the
 final result.

 Just as the graphics modeller needs the graphics renderer before it
 can be installed, the renderer relies on the graphics library being
 installed beforehand.

 The graphics renderer installed was the Blue Moon Rendering Toolkit
 which uses RenderMan files.

 3.  Installation Instructions

 Keep in mind that these are brief instructions; a quick summary of the
 more important details you'll find listed in README files for the
 corresponding software packages.  It is, by no means, a substitute for
 actually reading those files (as they contain copyright information
 and other instructions not necessarily covered by this document).

 3.1.  Warning

 First, let it be known that this document only covers how to get up
 and running using RedHat v7.0.  Whenever given the choice as to which
 software package to download, please make sure it is compatible with
 the flavour of Linux you happen to be running.

 Second, please only send E-mail if you have information that would be
 helpful to other people who might read this document (such as
 explaining how to install other tools, pointers to other tutorials,
 missing steps grammar and/or speling mistakes and/or tpyos, etc.).  If
 software doesn't compile, or you can't figure it out, please read its
 accompanying documentation.  Please understand that your system may be
 completely different, and as such debugging problems via E-mail across
 the Internet is not a task anyone enjoys.  ;-)

 Third, these are software packages that installed without any severe
 hitches (read: severe headaches).  In the Related Links section, there
 are alternate software packages along side the ones covered below.
 Note that just because a given software package is not covered in
 depth does not mean it is any worse (or better) than those chosen to
 install.

 Good luck!


 3.2.  Download the Software

 Before you begin, you will need a web browser and Unix shell.  If you
 don't know how to use a shell [bash, ksh, etc.], you're own your own
 (although instructions are given in both English and shell commands).

 Unless otherwise specified, all instructions are to be carried out as
 root.



 1. Create a new directory /usr/local/archives for the packages:


      mkdir /usr/local/archives



 2. Download the following packages (in .tar.gz form) into the newly
    created directory (homepages are given, as well as links to
    download pages, and minimum software version):


 �  Mesa Graphics Library <http://www.mesa3d.org/> v3.4.1:
    www.mesa3d.org/download.html <http://www.mesa3d.org/download.html>

 �  Blue Moon Rendering Toolkit <http://www.bmrt.org/> v2.6beta:
    www.bmrt.org/BMRTdownload/index.html
    <http://www.bmrt.org/BMRTdownload/index.html>

 �  The Mops <http://www.informatik.uni-rostock.de/~rschultz/mops/>
    v0.42d: www.informatik.uni-rostock.de/~rschultz/mops/download.html
    <http://www.informatik.uni-rostock.de/~rschultz/mops/download.html>

 3.3.  Install the Graphics Library

 Old versions of tar do not support the z argument.  For those systems,
 leave out the z argument and use gunzip on the file before using tar.


 1. Change to the /usr/local/archives directory:


      cd /usr/local/archives



 2. Extract Mesa (substitute version number where required):


      tar zxf MesaLib-3.4.1.tar.gz
      tar zxf MesaDemos-3.4.1.tar.gz



 3. Change to the MesaLib subdirectory:


      cd Mesa-3.4.1

 4. Configure, make, and install Mesa with the following sequence of
    commands:


      ./configure; make; make install



 5. Edit /etc/ld.so.conf, and ensure you have a line that reads:


      /usr/local/lib



 6. Run the dynamic library configuration program:


      ldconfig



 3.4.  Install the Graphics Renderer


 1. Return to the /usr/local/archives directory:


      cd ..



 2. Extract the Blue Moon Rendering Toolkit (substitute version number
    where required):


      tar zxf BMRT2.6beta.linux-glibc2.tar.gz



 3. Change to the BMRT subdirectory:


      cd BMRT2.6



 4. Copy files to appropriate destination directories:


      cp bin/* /usr/local/bin/
      cp lib/lib* /usr/local/lib/
      cp include/* /usr/local/include/


 5. Make a directory for the shaders, ensure it is world-writable, then
    copy the shader files into it:


      mkdir /usr/local/shaders
      chmod 777 /usr/local/shaders
      cp shaders/*.sl* /usr/local/shaders/
      cp shaders/*.h /usr/local/shaders/
      cp examples/*.sl* /usr/local/shaders/
      cp examples/*.h /usr/local/shaders/



 6. Edit the system login profile (/etc/profile or equivalent), and add
    the line:


      export SHADERS=.:/usr/local/shaders



 7. Copy the .rendribrc file to each user's home directory.

 If anything goes wrong, please consult the README file that
 accompanies the Blue Moon Rendering Toolkit, or visit their website.

 3.5.  Install the Graphics Modeller

 The Mops may be installed on a per-user basis, or on a system-wide
 basis by root (or equivalent).  In this example, it is installed using
 a non-administrative account, which should yield positive results.
 Note that the compile failed during the install (missing a C header
 file), so the precompiled binaries (compatible with RedHat v6.0, your
 system may vary) were installed, as follows:


 1. Change to one directory above where you'd like The Mops to reside.
    For example, if /usr/local/mops was desired, then issue the
    following command:


      cd /usr/local



 2. Extract the mops (substitute number where required), then change
    into its directory:


      tar zxf /usr/local/archives/mops-0.42d-BMRT26-linux.tar.gz
      cd mops



 3. Move the following files from /usr/local/mops/src to
    /usr/local/mops:


 mv src/crtmopssh.sh .
 mv src/mfio.so .
 mv src/mops .



 4. Copy the .mopsrc file to the home directory of each user wanting to
    run The Mops.  For example, the user "jane" would need the
    following commands run:



      cp src/mopsrc /home/jane/.mopsrc



 5. Create /usr/local/lib/mops and move the buttons and shaders:


      mkdir /usr/local/lib/mops/
      mv buttons/* /usr/local/lib/mops/
      mv shader/*.sl* /usr/local/shaders/



 If anything goes wrong, please consult the README and Setup.txt files
 that accompany The Mops, or visit their website.

 Log out from root.  Log in as a regular user, and run The Mops as
 follows:



      /usr/local/mops/mops



 You may wish to create a subdirectory within $HOME/mops called models
 for saving 3D models.

 3.6.  Clean Up

 Now that the installation is complete, you can remove from your system
 all files that you no longer require (substituting version numbers
 where required).



      cd /usr/local/archives/
      rm -rf BMRT2.6
      rm -rf Mesa-3.4.1



 Note: Be cautious when using rm -rf ... make sure you are in the
 correct directory, and the files and/or directories you wish to delete
 are present.


 4.  Miscellaneous Information

 Instead of a frequently asked questions section, here is information
 about some of the (almost embarassing) problems faced.

 4.1.  Lighting

 The most frustrating problem, initially, was trying to figure out why
 everything was black -- and then how to actually light objects up.  In
 these "virtual worlds" where you are modelling objects, the worlds are
 created from scratch.  There is no light in the world until you
 actually put a light source in it!  The light sources then shine a
 given direction, illuminating things in their path (according to the
 surface properties of the objects).  Make certain that your light
 source is:


 1. pointing (rotated and translated) in the correct direction;

 2. intense enough to actually cast discernable lighting.

 4.2.  Tutorials

 The most basic thing a person would want to do with
 modelling/rendering packages is position a sphere on a surface, give
 it some lighting, and see the result.  A decent tutorial should
 describe that first.

 That said, The Mops has a wonderful first tutorial
 <http://www.informatik.uni-rostock.de/~rschultz/mops/tut1/tut1.html>.

 5.  Related Links

 5.1.  Graphics Libraries

 Mesa <http://www.mesa3d.org/> - An OpenGL-compliant Graphics Library.

 5.2.  Graphics Renderers

 BMRT <http://www.bmrt.org/> - The Blue Moon Rendering Toolkit.

 POV-Ray <http://www.povray.org/> - The Persistence of Vision
 Raytracer.

 5.3.  Graphics Modellers

 The Mops <http://www.informatik.uni-rostock.de/~rschultz/mops/> - A 3D
 modelling package that uses BMRT.

 Blender <http://www.blender.nl> - Freeware modelling and rendering
 suite of tools.

 5.4.  Miscellaneous Links

 Here are some links that don't really fit into any other category, yet
 are still worthwhile checking out if you are seriously considering
 using your Linux computer as a 3D modelling and rendering machine.

 3D Software for Linux <http://glide.xxedgexx.com/software.html> -
 Contains most (if not all) links in this document and then some.

 3D Modelling Software for Linux
 <http://ntua.linuxberg.com/x11html/gra_3d.html> - Links to software
 packages chiefly related to modelling.


 3D Modelling and Rendering using Linux <http://linux3d.netpedia.net> -
 A comprehensive site with articles and software that explains what
 this document summarizes.

 6.  Acknowledgements

 I would like to extend a heart-felt thanks to the developers of the
 software packages detailed in this document.  The quality of their
 products is of a commercial level, yet they keep the spirit of free
 software alive.  Well done!