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GIG software is the highly sophisticated 3D design and animation software developed by ELECTROGIG NEDERLAND BV in Amsterdam, The Netherlands.
GIG provides the user with a wide range of 'tools' that make it possible to build, edit, and display three dimensional models and, with the addition of color, texture, lights, and animation, view them in a realistic three dimensional environment.
To provide the user with a basic understanding of GIG, the main GIG concepts are explained below.
In GIG there are several ways of building three-dimensional models: by using Primitives, Freeforms, Sculptor, NURBS, or Organic (NURBS and Organic can be found in the Tools menu).
There are five Primitives (solid forms) available: ball, cone, cylinder, cube and torus. These Primitives provide the basic building blocks from which more complex models can be made. Freeforms and NURBS allow the user to model by using curved lines in three-dimensional space and thereby enable the user to model shapes that are not possible using Primitives alone. With Sculptor the same five primitives can be blended into one another, creating smooth transitions between them rather then the "hard edges" usually found when working with primitives. Using Organic it is possible to build flexible models that can be transformed and animated using inverse kinematics and dynamic animation tools. Also, other GIG models can be converted into Organic models.
In order to build and manipulate complex models in GIG, a set of functions is provided which allows any model to be joined to or subtracted from any other. These functions: group, union, subtract, intersect, and overlay, are collectively known as 'Boolean' operations, named after the nineteenth century English mathematician George Boole, who first developed the concept from which these functions are derived.
Once the geometry of a model has been built in GIG, it is necessary to enhance its appearance to make it more realistic. In order to do this, GIG allows the user to assign particular textural characteristics to a model, for example, glass. These textures behave according to ordinary physical laws, so a model assigned a glass texture would be transparent and light would be refracted from its surface, just as it would in the real world.

a subtraction of a ball and cylinder:
an intersection of a ball and cylinder:
A transformation level is a special case node, for it has only one branch and does not define a Boolean operation. It is used to create an extra intermediate coordinate system for additional solid transformations (e.g., the earth revolves around the sun but also rotates around its own axis).
Inheriting textures
If a node is assigned a stone texture, every subsolid below that node that doesn't have a texture of its own will become stone, because it inherits its texture from above.
So: If an object has a texture of its own, that texture overrides the otherwise inherited texture.
Inheriting light sources
If a node has a local light source, every subsolid below that node will receive light from that light source.
So: If an object has a light source of its own, that light source will be combined with all the inherited light sources.
Inheriting transformations
If we change the geometry of a node, for instance, by increasing its size by a factor of two, all subsolids below that node will become twice as large.
So: If an object has a transformation of its own, that transformation will be combined with all the inherited transformations.
Transformations are accumulated down the tree:

If for instance A has a scaling transformation of 3 and B has a scaling transformation of 5, then D is scaled by 3*5 = 15. If D itself has a scaling of 0.5, then D is scaled by 3*5*0.5 = 7.5.
In GIG there are the following coordinate systems (also called axes):
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NURBS
Within the NURBS modeler it is possible to transform one shape into another (3D morphing). A unique feature of GIG is that it is not necessary for these different shapes to have the same number of control points.
Particles
Particle animation allows you to generate effects such as explosions, hair, snow, fire, etc. It is also possible to use Particles for modeling purposes to create real objects, including effects such as shadow, reflection and refraction.
Organic
The Organic Tool of GIG allows you to model and animate splines and skins. By linking splines together skeletons can be constructed. GIG models can be attached to these skeletons to build complex models which can be animated using tools such as inverse kinematics, constraints, and dynamics. Organic is especially useful in modeling and animating moving (e.g., walking) human and animal bodies, and also in animating models that are affected by dynamics such as gravity, collisions, turbulence, etc.
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The color, intensity and direction of the light is changed during its journey by the optical properties of the surfaces and transparent materials.
Raytracing is a simulation of this physical process in a computer's virtual world with a virtual camera.
To calculate the light projected on the backplane of the virtual camera only the light rays entering through the lens have to be calculated. That is why so called 'backward raytracing' is used:
Instead of following light rays from the lightsources to the camera, the rays are followed (traced) from the camera towards the lightsources. In its most simple form raytracing is done as follows:
For each pixel of the image a (primary) ray is fired in its corresponding direction into the virtual scene. If the ray hits the surface of an object the position and orientation of the surface is calculated. With this data together with the surface properties, position, intensity and color of the lightsource(s) the total color contribution from the lightsource(s) for this ray is calculated. If the surface is (partially) reflective a new (secondary) ray in the reflected direction is fired into the scene. The color contribution of this ray is (partially) added to the color contribution of the primary ray. The same is done if the surface is (partially) transparent. In this case the new (secondary) ray is fired in the refracted direction. The color contribution of this ray is also (partially) added to the color contribution of the primary ray. Multiple reflections and refractions are properly processed because secondary rays are handled the same way as primary rays. Finally each pixel gets the color contribution of its corresponding primary ray.
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Attention: A window's being inactive does not mean that the view of the model in this window is not adjusted to any changes made in the active window.
You can activate a window by moving the cursor into that particular window and then clicking the left mouse button once. Activating one window automatically means deactivating the others. You will normally activate the particular window that is most appropriate for the part of the model you're working on at the time.
The mouse has three buttons which are used for:
Dragging: to drag means to hold down the middle mouse button while moving the mouse in a particular direction. Dragging is used among other things to transform objects. For example, a square can be transformed into a rectangle by pulling (dragging) in one direction.
Canceling: to cancel means to delete the last performed mouse action by clicking the right mouse button.
Menus consist of three parts:
Menu
Menus contain the options belonging to the main menu button you have activated and are located to the left of the main menu. Depending on the number of options a particular menu has, there may be as many as three full columns of buttons.
The buttons are of three different types:
Multiple toggle buttons:
These buttons are used to switch (toggle) between different functions Each time you click a multiple toggle button, you will activate another function.
Action buttons:
These buttons are used to initiate a certain action (function). When the function has been executed, the button will automatically switch off again.
Status Area
The status area is that part of a menu where you can enter data or text. The status area is to be found at the bottom of the menus.
The status area may consist of four types of input boxes. These boxes are used for the following purposes:
More will appear and press any key to continue. To actually display more of the text, again press any key on the keyboard or click the left mouse button.
When there is no more text to display the message, End will appear, and press any key to continue.
To return to the menu from where the help button was first activated, press any key on the keyboard or click the left mouse button.
You can always interrupt (stop) the display of help information by holding down <shift> while pressing <!>.
Displaying the Reference Manual on screen
This Reference Manual can be displayed on screen by clicking the h keyboard button. The table of contents for the currently active menu will then be shown on screen (e.g., when you are in the camera menu, clicking the h key will display the table of contents for the Camera section of the Reference manual). For more information on how to navigate through the Reference Manual, see Navigating the GIG Manuals.