packages icon
 STANDARD PROCEDURAL DATABASES, by Eric Haines, 3D/Eye, Inc.

 [Created while under contract to Hewlett-Packard FSD and  HP  Laboratories]
 Version 3.6, as of 4/3/95
     address: 3D/Eye, Inc., 1050 Craft Road, Ithaca, NY 14850
     email: erich@eye.com

 This software package is not copyrighted and can be used freely.

 History ------- Versions 1.0 to 1.5 released February  to  June,  1987  for
 testing.   Version  2.0  released July, 1987.  Version 2.1 released August,
 1987 - corrected info on speed of the HP 320,
     other minor changes to README.  Version 2.2 released November,  1987  -
 shortened file names to <=12 characters,
     procedure names to <= 32 characters, and ensured that all lines are  <=
 80
     characters (including return character).  Version 2.3  released  March,
 1988 - corrected gears.c to avoid interpenetration,
     corrected and added further instructions and global statistics for ray
     tracing to README.  Version 2.4 released  May,  1988  -  fixed  hashing
 function  for  mountain.c.   Version 2.5 released October, 1988 - added NFF
 documentation.  Version 2.6 released August, 1989 - lib_output_cylcone  fix
 (start_norm.w was
     not initialized).  Version 2.7 released July, 1990 - comment correction
 in lib.c, NFF file
     clarifications.  Version 3.0 released October, 1990  -  added  teapot.c
 database, mountain.c
     changed to mount.c, additions to def.h and lib.c, changes to README and
     NFF, added patchlevel.h file.  Version 3.1 released  November,  1992  -
 minor typo fixes, updated FTP list,
     makefile update Version 3.1a released November, 1993 -  readnff  added,
 lib split into multiple
     smaller files, mac code updated Version 3.2 released May, 1994 -  added
 RIB  output,  readdxf added, more updates Version 3.3 released June, 1994 -
 added DXF output, more lib splitting, etc Version  3.3f4  released  August,
 1994 - fixes to Mac files (see README.MAC),
     error handling for Mac added to readnff program.  Version 3.4  released
 October,  1994  - Larry Gritz fixed RenderMan output.  Version 3.5 released
 November, 1994 - Alexander Enzmann fixed PLG output and
     added Wavefront OBJ output and RenderWare RWX output, and Wavefront OBJ
     reader "readobj".  Deleted Mac binary files from distribution (too much
     trouble, and a Mac sit version is distributed separately).  Version 3.6
 released April, 1995 - vertex order fixes by Enzmann and Michael
     Jones, Enzmann added jacks  and  transformation  support,  other  minor
 cleanup.
     drv_hp.c changed to reflect changes to view transform output.   Version
 3.7 - typo fix in NEW_HASH area of mount.c


 {These files use tab characters worth 8 spaces}


 Introduction ------------

     This software is meant to act as a set of basic  test  images  for  ray
 tracing  algorithms.   The programs generate databases of objects which are
 fairly familiar and "standard" to  the  graphics  community,  such  as  the
 teapot,  a  fractal  mountain,  a  tree,  a  recursively  built tetrahedral
 structure, etc.  I originally created  them  for  my  own  testing  of  ray
 tracing  efficiency  schemes.   Since their first release other researchers
 have  used  them  to  test  new  algorithms.   In  this  way,  research  on
 algorithmic  improvements  can  be compared in a more standardized way.  If
 one researcher ray-traces a car, another a tree, the question arises,  "How
 many  cars  to the tree?"  With these databases we may be comparing oranges
 and apples ("how many hypercubes to a timeshared VAX?"),  but  it's  better
 than comparing oranges and orangutans.  In addition, this document outlines
 some statistics that are more meaningful to  researchers  than  raw  timing
 tests.   Using  these  statistics  along  with the same scenes allows us to
 compare results in a more meaningful way.

     With the  development  and  release  of  the  Anderson  benchmarks  for
 graphics  hardware,  the  use  of  the  SPD package for hardware testing is
 somewhat  redundant.   Therefore  I  have  deleted  references  to  testing
 hidden-surface  algorithms  in  this version.  However, another interesting
 use for the SPD has been noted:  debugging.  By comparing  the  images  and
 the  statistics  with  the  output  of  your own ray tracer, you can detect
 program errors.  For example, "mount" is useful for checking if  refraction
 rays  are generated correctly, and "balls" can check for the correctness of
 eye and reflection rays.

     The images for these databases and other information about them can  be
 found  in  "A  Proposal  for Standard Graphics Environments," IEEE Computer
 Graphics and Applications, vol. 7, no. 11, November 1987,  pp.   3-5.   See
 IEEE  CG&A, vol. 8, no. 1, January 1988, p. 18 for the correct image of the
 tree database (the only difference is that the sky is  blue,  not  orange).
 The  teapot  database  was added later, and consists of a shiny teapot on a
 shiny checkerboard.

     The SPD package is available via anonymous FTP from:

         [ftp.]princeton.edu:/pub/Graphics/SPD
         avalon.chinalake.navy.mil:/pub/utils/SPD
         wuarchive.wustl.edu:/graphics/graphics/SPD (I think!  Hard  to  get
 on!)

 among others.  For those without FTP access, write to the netlib  automatic
 mailer:   research!netlib  and  netlib@ornl.gov  are the sites.  Send a one
 line message "send index"  for  more  information,  or  "send  haines  from
 graphics" for the latest version of the SPD package.


 File Structure --------------

     Various different procedural database  generators  are  included.   The
 original  programs  were:  balls, gears, mount, rings, tetra, and tree, and
 so these are more  commonly  used  for  performance  testing.   The  teapot
 generator  was  added  due to popular request (what with it being the sixth
 platonic solid and all).  These models were designed to span a  fair  range
 of  primitives,  modeling  structures,  lighting  and  surface  parameters,
 background conditions, and other factors.  There are also shell and lattice
 generators  just  for  amusement,  and a sombrero height field generator to
 show off this type of output (which is not a part of NFF, but is useful for
 other  types  of  output).   A  complexity  factor  is provided within each
 program to control the size of the database generated.   See  the  MANIFEST
 for a description of each file.

     The compiled and linked programs will output a  database  in  ASCII  to
 stdout   containing   viewing  parameters,  lighting  conditions,  material
 properties, and geometric information.   The  data  format  is  called  the
 'neutral  file  format'  (or NFF) and is described in the `NFF' file.  This
 format is meant to be minimal and easy to attach to a  user-written  filter
 program which will convert the output into a file format of your choosing.

     Either of two sets of  primitives  can  be  selected  for  output.   If
 OUTPUT_FORMAT  is  defined  as  OUTPUT_CURVES,  the primitives are spheres,
 cones, cylinders, and polygons.  If OUTPUT_FORMAT is set to OUTPUT_PATCHES,
 the  primitives  are  output  as  polygonal patches and polygons (i.e.  all
 other primitives are polygonalized).  In  this  case  OUTPUT_RESOLUTION  is
 used to set the amount of polygonalization of non-polygonal primitives.  In
 general,  OUTPUT_CURVES  is  used   for   ray-trace   timing   tests,   and
 OUTPUT_PATCHES  for  polygon-based  algorithm  timings.   Note  that sphere
 primitives  are  not  polygonalized  using  the  simple  longitude/latitude
 tessellation,  but  rather  are  chopped  along  the  six  faces  of a cube
 projected onto the sphere.  This tessellation avoids generation of the cusp
 points at the sphere's poles and so eliminates discontinuities due to them.

     The size factor is used to control the overall size  of  the  database.
 Default  values have been chosen such that the maximum number of primitives
 less than 10,000 is output.  One purpose of the size  factor  is  to  avoid
 limiting the uses of these databases.  Depending on the research being done
 and the computing facilities available,  a  larger  or  smaller  number  of
 primitives may be desired.  The size factor can also be used to show how an
 algorithm's time changes as the complexity increases.

     To generate the databases, simply type the name  of  the  database  and
 direct  the output as desired, e.g. "balls > balls.nff" creates the default
 sized database and sends the output to balls.nff.  A new feature in 3.0  is
 that  you  can  enter the size factor on the command line, e.g.  "balls 2 >
 balls.nff" gives a much smaller database  of  91  spheres.   You  can  also
 decide  to  output  in  true  curved  or polygonal mesh modes, and can also
 choose from a variety of output modes other than NFF.   Typing  "balls  -?"
 gives  a  summary.   See the header of the database C file (e.g. "balls.c")
 for how the size factor affects the output.

     Other parameters in the code itself (for example, branching angles  for
 "tree.c"  and the fractal dimension in "mount.c") are included for your own
 enjoyment, and so normally should not be changed if the  database  is  used
 for  timing tests.  Because the hashing function in the original release of
 "mount.c" is not very good (at low resolutions there is patterning),  there
 is  a  better  hashing function provided which can be turned on by defining
 NEW_HASH.  Use the old hashing function (i.e. don't  change  anything)  for
 consistency  with  previously published results, use the new one for better
 results.

     Since the SPD package  is  designed  to  test  efficiency,  the  actual
 shading  of  the  images  is  mostly  irrelevant.  All that matters is that
 reflective surfaces spawn reflection rays and transmitters spawn refraction
 rays.   For this reason the effect of the other shading parameters is up to
 the implementer.  Note that light intensities, ambient components, etc. are
 not  specified.   These may be set however you prefer.  Feel free to change
 any colors you wish (especially the garish colors of `rings').  The  thrust
 of  these  databases  is the testing of rendering speeds, and so the actual
 color should not affect these calculations.  An ambient component should be
 used for all objects, so that the time to compute it is included in the ray
 tracing statistics.  A  simple  formula  for  a  relative  intensity  (i.e.
 between  0  and  1)  for  each  light  and for the ambient component is the
 following:

         sqrt(# lights) / (# lights * 2).

     If you desire a model for a good scene description language, NFF is not
 it.  Instead, you should look at Craig Kolb's ray-tracer language, which is
 part of his excellent RayShade ray tracer, available via anonymous FTP from
 princeton.edu:/pub/Graphics,  or  at  POV-Ray,  at  ftp.povray.org.  Of the
 public domain ray tracers, Rayshade is the one to beat for speed,  POV  for
 popularity (especially on the PC).

     The programs  all  attempt  to  minimize  program  size  (for  ease  in
 distributing)  and  memory usage, and none allocate any dynamic memory.  As
 such, many of the programs are relatively inefficient, regenerating various
 data again and again instead of saving intermediate results.  This behavior
 was felt to be unimportant, since generating the data is a one-time  affair
 which normally takes much less time than actually rendering the scene.


 Database Analysis -----------------

     The databases were designed with the idea of diversity  in  mind.   The
 variables  considered  important were the amount of background visible, the
 number of lights, the distribution of  sizes  of  objects,  the  amount  of
 reflection and refraction, and the depth complexity (how many objects a ray
 from the eye passes through).

 balls:  This database is sometimes called "sphereflake", as it is generated
     like a snowflake curve.  This database consists mostly of various sized
     spheres.  It has no eye rays which hit the background,  and  the  three
 light
     sources cause a large number of shadow rays to be generated.

 gears:  This database consists of a set of meshed gears.  Some of the gears
     are transmitters, making this database lengthy  to  render.   The  gear
 faces
     each have 144 vertices, and thus tests polygon inside/outside test
     efficiency.  Depth complexity is medium.

 mount:  The fractal mountain generator is derived from Loren Carpenter's
     method, and the composition with the four glass spheres is inspired by
     Peter Watterberg's work.  Most objects are tiny (i.e. fractal facets),
     but rendering time is dominated by the rendering of the four large
     spheres.  Depth complexity is low, and there is much background area.

 rings:  Objects  with  six  pentagonal  rings  form  a  pyramid  against  a
 background
     polygon.  With a high amount of  interreflection  and  shadowing,  this
 scene
     is fairly lengthy to render.  Depth complexity is also high, with
     all of the objects partially or fully obscured.

 teapot:  The famous teapot on a checkerboard.  There are a number of
     variations on the teapot database, i.e. whether the bottom is included
     (the IEEE CG&A article added  a  bottom),  variations  in  the  control
 points
     on the lid (which creates thin, almost degenerate triangles), etc.  For
     this database generator, the bottom is created, and the degenerate
     polygonal patches at the center of the lid and bottom are  not  output.
 The
     bottom of the teapot is not flat, interestingly enough.  The resolution
 of
     the checkerboard shows the resolution of the teapot meshing (with each
     teapot quadrilateral cut into two triangles), e.g. an 8x8 checkerboard
     means that 8x8x2 triangles are generated per  patch.   The  definitions
 for
     the 32 Bezier patches are a part of the program.  All objects are
     reflective and there are two light sources.  Depth complexity is low.

 tetra:   A  recursive  tetrahedral  pyramid,  first  visualized  by  Benoit
 Mandelbrot
     and Alan Norton.  This scene is dominated by background  (around  80%).
 With
     the objects not being reflective and there being only one light source,
     this database is particularly quick to render, with various forms of
     coherency being very useful.  Depth complexity is medium, though some
     rays must pass by many triangles for some of the background pixels.

 tree:  A tree formed using Aono and Kunii's tree generation method.  With
     seven light sources, the emphasis is on shadow testing.  Shadow caching
     yields little improvement due to the narrow primitives, and many shadow
     rays pass through complex areas without hitting any objects.  There  is
 a
     fair amount of background area.  Depth complexity is low.


                 balls      gears       mount       rings                  -
 ----       -----        -----        -----  primitives         SP         P
 PS         YSP total prim.       7382        9345         8196         8401
 poly/patches    1417K       9345        8960        874K

 lights            3          5           1           3 background        0%
 7%          34%           0%  specular          yes         yes         yes
 yes transmitter       no        yes         yes          no

 eye hit rays    263169      245086       173125       263169  reflect  rays
 175095      304643      354769      315236 refract rays        0     207564
 354769           0 shadow rays    954368    2246955      412922     1085002


                 teapot        tetra          tree                    ------
 -----        ---- primitives       TP           P           OSP total prim.
 9264        4096        8191 poly/patches     9264        4096        852K

 lights              2             1             7   background          39%
 81%          35%  reflector         yes          no          no transmitter
 no          no          no

 eye  hit  rays    161120        49788       169836  reflect  rays    225248
 0            0  refract  rays         0           0           0 shadow rays
 407656       46112     1097419


     "primitives" are S=sphere, P=polygon,  T=polygonal  patch,  Y=cylinder,
 O=cone, listed from most in database to least.

     "total prim." is the total number of ray-tracing primitives  (polygons,
 spheres,  cylinders  and  cones)  in the scene.  The number of polygons and
 vectors generated is a function  of  the  OUTPUT_RESOLUTION.   The  default
 value for this parameter is 4 for all databases.

     "poly/patches" is the total number of polygons  and  polygonal  patches
 generated when using OUTPUT_PATCHES.

     "lights" is simply the number of lights in a  scene.   "background"  is
 the  percentage  of background color (empty space) seen directly by the eye
 for the given view.  "reflector" tells if there are reflective  objects  in
 the scene, and "transmitter" if there are transparent objects.

     "eye hit rays" is the number of rays from the eye which actually hit an
 object  (i.e. not the background).  513x513 eye rays are assumed to be shot
 (i.e. one ray per pixel corner).  "reflect rays" is  the  total  number  of
 rays  generated  by reflection off of reflecting and transmitting surfaces.
 "refract rays" is the number of rays generated  by  transmitting  surfaces.
 "shadow  rays" is the sum total of rays shot towards the lights.  Note that
 if a surface is facing away from a light, or the background is hit, a light
 ray  is not formed.  The numbers given can vary noticeably from a given ray
 tracer, but should all be within about 10%.

     "K" means exactly 1000 (not 1024), with number rounded to  the  nearest
 K.   All  of  the above statistics should be approximately the same for all
 classical ray tracers.


 Testing Procedures ------------------

 Below are listed the requirements for testing  various  algorithms.   These
 test  conditions  should  be realizable by most renderers, and are meant to
 represent a common mode of operation for each algorithm.  Special  features
 which the software supports (or standard features which it lacks) should be
 noted in your statistics.

     1)  The non-polygon (OUTPUT_CURVES) format should normally be used  for
         ray-tracing tests.

     2)  All opaque (non-transmitting) primitives  can  be  considered  one-
 sided          for  rendering purposes.  Only the outside of primitives are
 visible in         the scenes.  The only exception to this is the  "teapot"
 database,  in          which  the  teapot  itself should normally be double
 sided (this is         necessary because the lid of the teapot does not fit
 tightly, allowing         the viewer to see back faces).

     3)  Polygonal patches (which are always triangles in  the  SPD)  should
 have         smooth shading, if available.

     4)  Specular highlighting should  be  performed  for  surfaces  with  a
         reflective  component.   The  simple  Phong  distribution  model is
         sufficient.

     5)   Light  sources  are  positional.   If  unavailable,   assign   the
 directional          lights  a  vector  given by the light position and the
 viewing "lookat"         position.

     6)  Render at a resolution of 512 x 512 pixels, shooting  rays  at  the
         corners  (meaning  that  513  x 513 eye rays will be created).  The
 four         corner contributions are averaged to arrive at a pixel  value.
 If          rendering  is  done  differently,  note  this  fact.   No pixel
 subdivision         is performed.

     7)  The maximum tree depth is 5 (where the eye  ray  is  of  depth  1).
 Beyond         this depth rays do not have to be spawned.

     8)  All rays hitting only reflective  and  transmitting  objects  spawn
         reflection  rays,  unless  the maximum ray depth was reached by the
         spawning ray.  No adaptive tree depth cutoff is allowed;  that  is,
 all          rays  must  be  spawned  (adaptive tree depth is a proven time
 saver and         is also dependent on the  color  model  used  -  see  Roy
 Hall's work for         details).

     9)  All rays hitting transmitting objects spawn refraction rays, unless
         the  maximum  ray  depth  was  reached or total internal reflection
 occurs.          Transmitting rays should be refracted  using  Snell's  Law
 (i.e.  should          not  pass  straight  through  an  object).  If total
 internal reflection          occurs,  a  reflection  ray  should  still  be
 generated  at this node.  Note         that all transmitters in the SPD are
 also reflective, but this is         not a requirement of the  file  format
 itself.

     10) A shadow ray is not generated if the  surface  normal  points  away
 from          the light.  This is true even on transmitting surfaces.  Note
 any         changes from this condition.

     11) Assume no hierarchy is given with the database (for example,  color
         change  cannot  be  used  to  note  a clustering).  The ray tracing
 program         itself can create  its  own  hierarchy,  but  this  process
 should  be          automatic.   Note  any  exceptions  to  this  (e.g. not
 including the          background  polygon  in  the  efficiency  structure,
 changing the         background polygon into an infinite plane, etc).  Such
 changes can be         critical for the efficiency of some schemes,  so  an
 explanation of why         changes were made is important.

     12)  Timing  costs  should  be  separated  into  at  least  two  areas:
 preprocessing          and  ray-tracing.   Preprocessing  includes all time
 spent  initializing,          reading  the  database,  and  creating   data
 structures  needed  to  ray-trace.          Preprocessing should be all the
 constant  cost  operations--those  that          do  not  change  with  the
 resolution  of  the  image.  Ray-tracing is the         time actually spent
 tracing the rays (i.e. everything that is not         preprocessing).

     13) Other timing costs which would be of interest are in a breakdown of
         times   spent  in  preprocessing  and  during  actual  ray-tracing.
 Examples         include time spent reading in the data itself, creating  a
 hierarchy,          octree, or item buffer, and times spent on intersection
 the various         primitives and on calculating the shade.

     14) Time-independent statistics on the  performance  of  the  algorithm
 should          be  gathered.   Some  examples are the number of ray/object
 intersection         tests, the number of ray/object tests  which  actually
 hit  objects,          number  of  octree  or  grid nodes accessed, and the
 number of successful         shadow cache hits.


 Timings -------

 Rendering time of the ray-traced test set on an HP-835,  optimized  (512  x
 512):

        Input    Setup   Ray-Tracing   |    Polygon     Sphere      Cyl/Cone
 Bounding              (hr:min:sec)           |   Tests     Tests      Tests
 Box                            Tests                             ----------
 --------------------------------------------------------------------- balls
 0:14    0:19      24:56    |    822K     6197K        0        51726K gears
 0:56    0:18    1:02:31    |  13703K       0          0       107105K mount
 0:31    0:14      18:49    |   4076K     3978K        0        31106K rings
 0:41     0:33       53:41     |    1045K      5315K      16298K      91591K
 teapot   1:02     0:18        25:38      |     7281K         0            0
 57050K  tetra    0:15     0:06        3:48     |    965K       0          0
 7637K tree    0:40    0:31      11:36     |     479K       524K       1319K
 22002K

 Input:  time spent reading in the NFF file.

 Setup:  time spent creating the database and  any  ray  tracing  efficiency
 structures,  and  cleaning  up  after  ray  trace (does not include "Input"
 time).

 Ray-Tracing:  time spent traversing and rendering the pixel grid.


 A typical set of ray tracing intersection statistics for the tetra database
 is:

 [these statistics should be the same for all users]
   image size: 512 x 512
   total number of pixels: 262144                        [ 512 x 512 ]
   total number of trees generated: 263169               [ 513 x 513 ]
   total number of tree rays generated: 263169           [ no rays spawned ]
   number of eye rays which hit background: 213381       [ 81% - might  vary
 ]
   average number of rays per tree: 1.000000
   average number of rays per pixel: 1.003910
   total number of shadow rays generated: 46111          [ might vary a  bit
 ]

 [these tests vary depending on the ray-tracing algorithm used]  Intersector
 performance
   Bounding box intersections:      7636497  -    26.71 usec/test
   Polygon intersections:            964567  -    36.77 usec/test

 Ray generation
   Eye rays generated:              263169 ( 49788 hit - 18.92% )
   Reflection rays generated:            0
   Refraction rays generated:            0
   Shadow rays generated:            46111
       Coherency hits:                3407  -  7.39 % of total
       Fully tested:                 42704


     The  ray-tracer  which  generated  these   statistics   is   based   on
 hierarchical  bounding boxes generated using Goldsmith & Salmon's automatic
 hierarchy method (see IEEE CG&A May 1987).   It  no  longer  uses  an  item
 buffer,  hence the higher number of overall intersection tests from earlier
 SPD versions.

     One problem worth analyzing when using the SPD for efficiency tests  is
 how  octree,  SEADS,  and  other space dividing algorithms perform when the
 background polygon dimensions are changed (thus changing the  size  of  the
 outermost  enclosing  box,  which changes the encoding of the environment).
 One analysis of the effect of the background polygon  on  RayShade  can  be
 found in "Ray Tracing News", volume 3, number 1.


 Future Work -----------

     These databases are not meant to be the ultimate in standards, but  are
 presented  as  an attempt at providing representative modeled environments.
 A number of extensions to the file format could be provided someday,  along
 with  new database generators which use them.  The present databases do not
 contain polygons with holes, spline  patches,  polygonal  mesh,  triangular
 strip,  or  polyhedron  data structures.  Modeling matrices are not output,
 and  CSG  combined  primitives  are  not  included.   Light   sources   are
 particularly   simplistic.    For   a   richer,  more  user-friendly  scene
 description language, take a look at RayShade or RenderMan.

     As  far  as  database  geometry  is  concerned,  most  scenes  have   a
 preponderance of small primitives.  If you find that these databases do not
 reflect the type of environments you render, please write and  explain  why
 (or  better  yet,  write  one  or  more  programs  that  will generate your
 "typical" environments--maybe it will get put in the next release).


 Acknowledgements ----------------

     I originally heard of the idea of standard scenes  from  Don  Greenberg
 back  in  1984.  Some time earlier he and Ed Catmull had talked over coming
 up with some standard databases for testing algorithmic claims, and to them
 must  go  the  credit  for  the  basic  concept.   The idea of making small
 programs which generate the data came to me after Tim Kay  generously  sent
 huge files of his tree database via email - I felt there had to be a better
 way.   Adding  the  teapot  was  inspired  by  the   repeated   demand   on
 comp.graphics for this database, certainly the most famous of all.

     Many thanks to the reviewers, listed alphabetically:   Kells  Elmquist,
 Jeff Goldsmith, Donald Greenberg, David Hook, Craig Kolb, Susan Spach, Rick
 Speer, K.R.  Subramanian,  J.  Eric  Townsend,  Mark  VandeWettering,  John
 Wallace,  Greg  Ward,  and  Louise  Watson.   Other  people who have kindly
 offered their ideas and opinions on  this  project  include  Brian  Barsky,
 Andrew  Glassner,  Roy  Hall,  Chip  Hatfield,  Tim  Kay, John Recker, Paul
 Strauss, and Chan Verbeck.  These names are mentioned mostly as  a  listing
 of  people  interested in this idea.  They do not necessarily agree (and in
 some cases strongly disagree) with the  validity  of  the  concept  or  the
 choice of databases.

     Your comments and  suggestions  on  these  databases  are  appreciated.
 Please  do  send  me any timing results for software and hardware which you
 test, or any publications which use the SPD package.