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Archvision's™
RPC Parking Lot Cars™
By Jeff Mottle (jmottle@cgarchitect.com)
Jeff Mottle is the President and Founder of CGarchitect.com
and is the North American Creative Director for Smoothe.
For those of you who often include large numbers of vehicles
in your scenes you will be happy to note that the latest release
by ArchVision: RPC™ Parking Lot Cars, has hit the virtual
car dealership. Many may already be familiar with ArchVision's RPC
content and you will probably already know about the several car
volumes that have released over the past several months. However,
this collection is significantly different to warrant taking closer
look.
Copyright ArchVision
What's an RPC?
Here is a quick introduction to RPC content for those of you that
may not have had the opportunity give ArchVision's products a test
drive. RPC stands for Rich Photorealistic Content and is in it's
basic form, a collection of image assets that can be easily integrated
into your scenes. Traditionally, users have used basic geometry
planes and assigned a bitmap to that plane to define cars, people,
plants, etc. in their scene. The biggest problem with this method
was how view dependant each texture was and how time consuming placing
these textures could be to ensure a proper match to the perspective,
and if you wanted to do an animation you were limited even further.
ArchVision has upped the bar by creating a solution that integrates
a powerful, but simple user interface, geometry and textures. Where
RPC content differs from simple geometry planes is the fact that
the texture that get's applied to the plane, or simple geometry
in the case of vehicles, are tied to the camera angle. As you move
the camera around your RPC placeholder, it is replaced with the
proper texture for that camera angle at render time. You simple
place a placeholder and the RPC plugin takes care of the rest.
RPC Parking Lot Cars™
As I eluded to earlier, RPC Parking Lot™ cars are a bit different
from earlier standard ArchVision vehicle collections. The cars created
in these earlier collections are meant for use in relatively close
up shots or in scenes where you do not have many vehicles in your
shots, or where you need advanced functionality for animations.
The reason for this is due to the intelligence that is built into
these original collections. Things like view dependant specular
reflections, turning and rotating wheels for animations, and high
res textures that vary depending upon your view and the particular
vehicle in the scene. Parking Lot Cars have been scaled back slightly
to accommodate a more liberal use of these assets in your scenes.
More specifically parking lots. There is really no need to have
so much functionality in each model if all it is going to do is
sit stationary in a lot of other cars.
Parking Lot Cars Volume 1 is a collection of 16 cars that includes:
Acura RSX, Audi A6, Audi TT, Cadillac DeVille, Chrysler PT Cruiser,
Chrysler Voyager, Ford Econoline, Ford Focus, Honda Civic, Mercedes
Benz C Class, Nissan 350Z, Saturn Coupe, Saturn Vue, Subaru Impreza,
VW Beetle, and the VW Phaeton.
RPC Parking Lot Cars Volume 1 Collection
Each car uses one set of textures per car, regardless of the view
from which they are being observed, that are a lower resolution
that those found in the standard automobile line up. Also the base
geometry of theses cars is quite a bit smaller than the standard
cars as well. This both reduces memory consumption and the time
your scene will take to render and prepare. It is worth mentioning
at this point that when I say geometry this is really something
that happens behind the scenes. Although you simply position a place
holder in your scene, regardless of the Automobile collection you
are using; at rendertime a simple geometric model and textures are
rendered quite transparently to the user. According to Randall Stevens,
President of ArchVision, the polygonal hulls used by the Parking
Lot cars are some 1800-3000 polys smaller than their full featured
counterparts, which range from 3-4K polys each depending on the
model. Each of the textures in the RPC Parking Lot Cars™ collection
range in size from 1.5Mb to 2 Mb per car.
How do they stack up?
While there is not a lot that can be tested and examined with this
collection, I did want to test the two areas that everyone will
be asking about: "how close can I get before the textures fall
apart?" and "how many cars can I place in my scene and
still have it render in a decent amount of time?"
First, let's take a look at close up we can get. Below, I have rendered
out 4 detail shots of varying distances. As you can see, you have
to get up pretty close before the realism starts to deteriorate.
I was pleasantly surprised by the ability of the cars to hold their
own and it clearly show that you should be able to use this collection
in a wide variety of situations.
To cover the second question of how many cars you can realistically
place in a scene, I discovered that this is a bit more complex a
question than I had originally thought. I contacted Randall Stevens
again to help clarify and explain exactly what goes on behind the
scenes when you use this collection. I was told that each vehicle
texture in your scene is loaded only once, regardless of how many
instances of that vehicle are placed. So even if you position 50
Audi TTs in your scene, the texture for that car is loaded but once.
However, the geometry hull that is also loaded, is not instanced
but rather inserted uniquely each time that model is inserted. This
is where adding too many cars could affect your overall frame render
times. While it should not prove to be too much of a problem for
most people's scenes, it could cause very long frame preparation
times if you place too many. I have been told that geometry instancing
is something that is already being addressed for a future release
of the RPC-Plugin that controls all of the RPC data.
So that having been said, how many cars can you place? Well I ran
4 tests, one with 100 cars, 200 cars, 500 cars and 1000 cars. As
there are really two components to the time each frame can take,
I divided my test times into two sections. The total time it took
to prepare the frame and the time it took to render the frame both
raytraced and with shadow maps. The results of the test are below:
| |
Shadow
Map |
Raytraced |
100
cars |
1:16/0:08/1:24 |
1:16:/0.34/1:50 |
200
cars |
2:44/0:10/2:55 |
2:44/1:07/3:37 |
| 500
cars |
8:14/0:17/8:31 |
8:14/1:39/9:53 |
1000
cars |
20:29/0:37/21:06 |
20:29/3:35/24:04 |
|
Times: (Preparation/Render/Total)
|
All tests
were done on a Dual Athlon 1900+ with 2GB of RAM at 640 x480 using
default shadow map and raytrace settings.
1000 ArchVision Parking Lot Cars.
As you can see, 90% of your frame time is attributed to the preparation
of the RPC data, while the actual rendering time is quite trivial
in comparison. You can really see where the performance takes a slide
when you add over 500 cars to your scene. Although having rendered
that many cars I can't not honestly say there would be too many scenarios
where one should ever need to place that many cars in one scene. You
should also consider that placing 1000 cars in your scene adds close
to a million polygons, so it's not that surprising that the render
times do increase quite dramatically.
Copyright
ArchVision
Copyright
ArchVision
Copyright
ArchVision
Copyright
ArchVision
From an esthetic point of view I was quite happy overall with this
collection. The vehicle makes are pretty average to what you would
expect to find in a typical North American parking lot and the cars
are not vibrant sports car colors that stand out like a sore thumb
in your scene. There is also enough variation in both make and color
that it's pretty tough to see repeats in your scene unless you were
really looking. The only drawback I can see is for the European
and foreign markets. This collection is comprised of 90% North American
makes so may or may not be suitable for an overseas application.
However, based upon the fact that this is volume 1, I would assume
that more models will be introduced soon.
Price and Compatibility
The RPC Parking Lot Cars library retails for $399.00 USD and is
compatible with MAX3.x, MAX 4.x, MAX 5, VIZ 3.x and VIZ4. This collection
also requires the RPC 3.x Plug-in.
Conclusion
RPC Parking Lot Cars performed well in both tests and look great.
I was quite happy with both the quality and the variety of models
in this collection. The models, although lower resolution that the
earlier RPC Automobile collections, hold up very well even in relatively
close-up shots. Considering the price per car, what you are getting,
and how easy they are to use, I don't have anything negative to
report about this collection. I think that anyone looking to populate
their next parking lot with a load of great looking cars should
definitely consider looking closely at what ArchVision has to offer.
For
more information about ArchVision and the RPC™ Parking Lots
Cars™, please visit: http://www.archvision.com
If
you would like to post comments or questions about this review,
please visit our forum
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