HyperFun Project ***************************************************************************** www.hyperfun.org ******************************* ******************************* ** HyperFun for Windows ** ** ver:0.95 11/22/2000 ** ******************************* ******************************* HyperFun for Windows ("HFW" is its abbreviation) is an interactive system allowing for easy mastering FRep modeling concepts using the HyperFun language while working in a conventional MS Windows environment. It has a typical for Windows and intuitively understandable graphical user interface with pop-up menus and toolbars. HyperFun is a simple geometric modeling language. It is intended for model geometric objects described in the form: F(x1, x2, x3, ..., xn) >= 0, This language is applicable to modeling algebraic and skeleton-based "implicit" surfaces, convolution surfaces, distance-based models, voxel objects, and more general F-rep objects. For details see www.hyperfun.org. If you have any problem with the software or installation please email us using the "Contact" button at the bottom of the page on our website (www.hyperfun.org). HFW provides the user a means allowing for: - Specifying FRep model (with help of a built-in text editor) as a program in HyperFun language with use of the entire set of functions from the FRep library. A built-in compiler should be run to create FRep model's internal representation (some kind of optimized byte-code) for all present objects and to report about errors in the program. The objects can be parametrized by "a" parameters to be given values later on. - Defining mappings of geometric "Euclidean space" to "multimedia space" to give abstract mathematical coordinates "x[1],?, x[n]" a concrete "real life" interpretation; in particular, there are such "multimedia types" as X, Y, Z for real-world Cartesian coordinates and T1, T2, T3 for dynamic variables imitating the course of time. Numerical constants can be assigned to some coordinate variables to define cross-sections. - Composing scenes that can consist of a few objects defined either in their own modeling space or in a common one; it actually means a possibility of defining objects' individual bounding boxes with their own location and orientation within a bounding box for the entire scene. Note that the objects can come from different HyperFun programs compiled separately. It is possible not only to add objects to the scene but to remove some of them too. - Specifying parameters of visual aspects of the scene to be rendered - such as "camera property" (with "position", "look at" and "sky" vectors), background and objects' colors, image type ("point cloud", "wireframe" or "solid"), shading mode etc. It is also possible to define a 3D polygonization grid in the modeling space as well as an image size. - Rendering the scene with generating images of polygonized shapes; subsequent interactive manipulation of the images through their scaling and rotation allows for viewing from different viewpoints. - Generating an animation sequence as a set of still images (with a preliminary defining "animation curve" for each variable with "dynamic type"); it is possible to get animation in AVI and to play it using built-in facilities. - Exporting HyperFun programs (in text format), still images (in "bmp" format) and animation (in "avi" format) to files. Note that there are default values for all parameters that can be redefined through the system menus. The system is under ongoing development and some of its features are subject to be improved. In particular, this version supposes a quite bulky procedure of using recompiled object in the scene: if one wants to update a certain object present in the scene, it is necessary to explicitly remove the object from the scene, to recompile program with this modernized object, and then to add it to the scene again. One should also mention that some HFW features are to be added: for instance, ray-tracing option does not work in this release. System Requirements: MS Windows NT, 95 or higher with DirectX (v. 3 or higher). HFW can work on stations with 16 MB of RAM but there is a risk of a crush if the system runs out of memory - typically it can occur while making a long animation sequence over a complex model. So, 32 MB of RAM or even more is recommended. Installation and running: Uncompress the downloaded file in a directory and double click on HFW.EXE. File HFW_basics.doc provides several exercises for learning basic features of HyperFun for Windows.