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-
- "Light Makes Right"
-
- August 29, 1989
- Volume 2, Number 5
-
- Compiled by Eric Haines, 3D/Eye Inc, 2359 Triphammer Rd, Ithaca, NY 14850
- hpfcla!hpfcrs!eye!erich@hplabs.hp.com, wrath.cs.cornell.edu!eye!erich
- [distributed by Michael Cohen <m-cohen@cs.utah.edu>, but send
- contributions and subscriptions requests to Eric Haines]
- All contents are US copyright (c) 1989 by the individual authors
-
- Contents:
- Introduction
- A SIGGRAPH Report, by Eric Haines
- Ray Tracing Poll, from the roundtable discussion
- _An Introduction to Ray Tracing_, Announcement and Errata
- _Graphics Gems_ Call for Contributions, by Andrew Glassner
- New People and Address Changes
- Bugs in MTV's Ray Tracer, by Eric Haines
- Bug in SPD, from Pete Segal
- Solid Textures Tidbit, by Roman Kuchkuda
- Sundry Comments, by Jeff Goldsmith
- Texture Mapping Question, by Susan Spach
- ======== USENET cullings follow ========
- Ray Traced Image Files, by Prem Subramanyan
- Image Collection, by Paul Raveling
- MTV-Raytracer on ATARI ST - precision error report, by Dan Riley
- Question on Ray Tracing Bicubic Parametric Patches, by Robert Minsk
-
- -------------------------------------------------------------------------------
-
- Introduction
-
- Now that the "RT News" is posted on comp.graphics, I'd like to make a
- few changes. First of all, you really don't need to get on the subscription
- list of the RT News if you're an avid reader of comp.graphics. However, I do
- want to maintain an emailing list of people interested in ray tracing.
-
- So, I'll be keeping a single address list of interested people (which
- I will call the "contact list"), and only some of the people on this list need
- to be sent copies of the RT News. Furthermore, it would be nice if various
- schools, etc, would make a single email address the place where they will
- receive the RT News. For example, Duke has "raycasting@duke.cs.duke.edu" as
- the address to which I should send the RT News. They also have individuals on
- the address list, but individual copies are not sent to them. Instead, the
- "raycasting" account they have remails the RT News to all people that are
- interested at Duke. In this way I can cut down on having issues sent out
- unnecessarily, of worrying about bounced mail, of maintaining a long mailing
- list (currently about 100 people), etc etc.
-
- To summarize, there are then a few different ways you can be listed.
-
- 1) Individual subscriber - You don't read comp.graphics and want to
- get the RT News. Your name is put on the subscriber list and the
- contact list. To subscribe, simply send me your name, email and
- snail mail addresses, and a one line summary (that I'll put next to
- your name) describing any special areas you're interested in (e.g.
- "parallelism, radiosity, filtering" might be one). You might also
- send me a few paragraphs about what you're up to nowadays, and I'll
- include this in the News.
-
- 2) Group subscriber - Like Duke. This way you have full control over
- who will automatically get an issue, and I won't have to change my
- subscriber list each time someone else wants to get the RT News.
-
- Some people have already switched over. I just received this:
-
- We went ahead and implemented the local alias. It's "raytrace",
- which you can reach as raytrace@cpsc.ucalgary.ca or
- calgary!raytrace. At the moment Dave Jevans and I (Bill Jones) are
- the only subscribers.
-
- 3) Contact list only - You read comp.graphics and so do not need to
- subscribe. However, you want to be on the list of people interested
- in ray tracing. Another advantage of the contact list is that
- people may send you mail - for instance, I wrote all the people on
- the list and invited them to come to a get-together for ray tracers
- at SIGGRAPH (more on this later). Everyone who is a subscriber is
- also automatically on the contact list, but not vice versa. You
- can also be listed as an individual on the contact list if you're a
- group subscriber.
-
- 4) The silent majority - You don't need to be on any list, and are
- happy just reading comp.graphics (or have hit the "n" key by now).
-
- Currently almost everyone on the contact list is also a subscriber.
- So, if you read comp.graphics fairly constantly and are on the subscriber list,
- please tell me to put you on only the contact list. Clear as mud? Good. I'll
- probably send the above to all people asking for subscriptions just to make
- sure they know what's what, so don't be offended if you get one.
-
- Whew! Well, with that done, I should mention that anyone can ask for
- a copy of the contact list. If you want to subscribe to the RT News, hardcopy
- edition, that's another coastline entirely - contact Andrew Glassner at
- glassner.pa@xerox.com for details, as he's the editor of that one. The email
- and hardcopy journals are mostly non-overlapping, so it's worth your while to
- get both if you're seriously interested in the subject.
-
- I can't afford to send out the back issues of the email RT News, but
- they are available via anonymous FTP from:
-
- cs.uoregon.edu - in /pub, also has lots of other ray tracing stuff, etc
- freedom.graphics.cornell.edu - in /pub, also has Xcu menu creator
-
- One other resource: I've been updating Paul Heckbert's ray tracing
- bibliography while he's been busy at grad school. If you would like the latest
- copy of this list, or have anything to add or change in it, just write me. I
- also will be posting it to the two ftp sites realsoonnow.
-
- -------------------------------------------------------------------------------
-
- A SIGGRAPH Report, by Eric Haines
-
- Another SIGGRAPH has come and gone, and I had a good time. My only
- frustration was meeting many researchers for a minute and not getting to talk
- with them. I noticed that although the ray tracing session had but three
- papers, there were about nine others throughout the proceedings that used ray
- tracing techniques in various ways. Ray tracing (and ray casting) as a
- graphics tool has come into its own.
-
- A few more ray tracers are out on the market, such as "Sculpt 3D" by
- Byte by Byte for the Macintosh and Amiga and "LazerRays" by Lazerus. Hewlett
- Packard is now shipping radiosity and ray tracing software bundled in with
- every high-end graphics workstation. Intergraph has been getting a fair bit
- of airplay out of their new ray tracing package, though I haven't gotten
- details yet. Alias should be offering a ray tracer sometime soon.
-
- Ray tracing researchers got together informally for a "ray tracing
- roundtable" for an hour and some. Like last year, it was a large gathering,
- with around 50 people attending. We went around the group, with each person
- giving a brief introduction. I took an informal poll on a few questions,
- Andrew noted that the ray tracing book was out, and asked for contributions to
- "Graphics Gems" (more later), then we broke up and talked about this and that.
-
- Given the size of the gathering, it was a bit frustrating: there are
- all these people that I've wanted to meet and talk with in the same room, and
- after half an hour they're all gone and I've spoke with only a few.
- Basically, the roundtable meeting is too big for my tastes. One possibility
- that you all might consider is to invite people in your own special interest
- to a lunch or dinner. For example, I went to a pleasant "global illuminators"
- lunch this SIGGRAPH, where there were about twelve people - a good size.
-
- Oh, some nice books came out this SIGGRAPH. I'll plug the ray tracing
- book later. Others worth note (i.e. I bought them) are _Mathematical Elements
- for Computer Graphics, Second Edition_ by Rogers and Adams, which has been
- expanded to more than twice its original length, and _The RenderMan Companion_
- by Steve Upstill, which looks like a nice book no matter what your feelings on
- RenderMan itself. I'm looking forward to the much expanded second edition of
- Foley & Van Dam's _Fundamentals of Interactive Computer Graphics_, which should
- be out early next year.
-
- -------------------------------------------------------------------------------
-
- Ray Tracing Poll, from the roundtable discussion
-
-
- At the roundtable people were polled on a few questions.
-
- 1. What efficiency schemes have you used?
-
- Grids - 20
- Octree/BSP - 26 (4 were specifically BSP)
- Bounding Volume Hierarchy - 22
- Hybrid - 17
- Greater than 3D (4D or 5D) - 13
- Other - 5 (what were these, anyway?)
-
- 2. How many processors have you used?
-
- One processor - 21.1
- Multiprocessor - 29.1
- More than 10 processors - 21
- More than 100 processors - 4
-
- The most processors used was 1024 (2 people).
-
- 3. How long do you usually wait for a picture?
-
- Less than a minute - 1
- Less than ten minutes - 6
- Less than an hour - 13
- Less than ten hours - 25
-
- 4. What is your favorite background color?
-
- UNC "Carolina Blue" - 12
- Black - 15
-
- -------------------------------------------------------------------------------
-
- _An Introduction to Ray Tracing_, Announcement and Errata
-
-
- Well, the book is finally out. It is edited by Andrew Glassner, and
- sells for $49.95 from Academic Press. It includes sections by Andrew, Pat
- Hanrahan, Rob Cook, Paul Heckbert, Jim Arvo, Dave Kirk, and myself. The book
- is essentially the same as the 1988 SIGGRAPH Course Notes, with the addition
- of some figures and images and some minor corrections. Incidentally, if you
- have the book and find any glaring errors, please notify Andrew Glassner;
- enough copies sold at SIGGRAPH that another edition will be printed soon.
- Considering that the authors are scattered around the country, the book flows
- fairly well and covers most areas of ray tracing theory and practice. Also,
- there's finally a text to suggest when someone wants to know whether a point
- is inside a polygon (Sedgewick's _Algorithms_ didn't solve it efficiently).
- If you don't have a copy, buy a few and make us all fabulously wealthy beyond
- our wildest dreams (i.e. then I could afford the Sears' hibachi instead of
- the K-Mart version).
-
- Incidentally, the 1989 "Intro to RT Course Notes" included the book
- and some additional notes. The notes included reprints of classic articles,
- the code for the SPD package (God forbid that anyone have to type it in,
- though), and an article I whipped off called "Tracing Tricks", which I'll post
- sometime soon, maybe during a slow month.
-
- Some bugs have already been reported to me about my section, so I'll
- pass them on:
-
-
- From Tim O'Connor:
-
- If you'll flip to page 66 you'll note a little algorithm for ray/box testing.
- About halfway through you say:
-
- If T1 > Tnear, set T1 = Tnear
- If T2 > Tfar, set T2 = Tfar
-
- Then you never use T1, or T2 again in that loop. The example bears out my
- suspicion that one should actually "set Tnear = T1" and "set Tfar = T2".
-
-
- From Ehood Baratz <{world}!hpbbn!hputlaa!ehood>:
-
- In chapter 2 page 52 on formula (C9) it is written:
-
- If Pn * Rd < 0
- (in other words, if Vd > 0)
- then ....
-
- I think it should be "if Vd < 0" because Pn*Rd is Vd (look at page 51
- after (C4)).
-
- -------------------------------------------------------------------------------
-
- _Graphics Gems_ Call for Contributions, by Andrew Glassner
-
-
- CONTRIBUTE TO A NEW BOOK FOR COMPUTER GRAPHICS PROGRAMMERS!
-
- Contributions are solicited for a new book, tentatively titled GRAPHICS GEMS.
- This book will be a collection of short notes by and for computer graphics
- programmers and researchers. The basic idea is to create a book similar to
- the CRC Mathematics Handbook, only tailored to the subject of computer
- graphics.
-
- The motivation for Graphics Gems comes from a desire to document and share the
- many techniques that are a necessary part of every graphics programmer's
- toolbox, yet don't appear in the standard literature. Each Gem represents a
- solution to a problem: not necessarily a research result, nor even a deep
- observation, but simply a good, practical technique for dealing with a typical
- computer graphics programming problem. A typical Gem may be a code fragment,
- a short analysis of an interesting problem, a bit of mathematics, a data
- structure, or a geometric relationship.
-
- Here are some appropriate topics for Gems - this list contains only a few
- suggestions for topics that might be covered by interesting Gems, and is far
- from complete:
-
- Two Dimensions: Fill, smooth, blur, dither, 2d plots, line drawing, curve
- drawing, bounding boxes, overlapping boxes, efficient bitblit (example:
- automatic selection of tick marks on a plot).
-
- Three Dimensions: Scan conversion, highlight detection, shading, isosurfaces,
- ray intersection, form factor calculation, visibility, texturing,
- transformations, deformations, smoothing, 3d plotting, parameterizations,
- surface subdivision, texturing functions, bounding boxes (example: fast
- shading formulae).
-
- Graphics: Colormap hacking, object manipulations, sampling, filtering,
- optics, interaction techniques, modelling primitives, efficient rendering,
- edge detection (example: reconstruction from stochastic sampling).
-
- General Math: Algebra, calculus, geometry (e.g. why normals don't move under
- the same transformations as surfaces).
-
- Programming: Numerical integration, root finding, root polishing, data
- structures (objects), data structures (programs), inner loops, interactive
- debugging, graphical debugging, color map hacking, over- and under-flow
- detection and correction, unusual functions (e.g. polynomial root-finding).
-
- Most Gems will be about 1 or 2 final printed pages (4 or 5 pages of
- typewritten, double-spaced manuscript), though if you choose to include source
- code the listings may run longer. Rough figures and equations will be
- professionally redrawn by the publisher. Each contributor will have a chance
- to review the final copy for his or her Gems before publication. Each Gem
- will be clearly identified with the name and affiliation of its
- contributor(s).
-
- If you have developed a nice solution to a problem that others might
- encounter, be it a data structure, an inner loop, or even an algebraic
- simplification that makes your programs shorter and more robust, then it would
- probably make a splendid Graphics Gem. Write it up and send it to the editor
- at the address below, either in hardcopy or electronic mail. Acceptable
- formats are plain text, nroff, TeX, MacWrite, and Microsoft Word (Macintosh).
- I would like to receive a rough draft of all Gems by November 1989.
-
- Contribute and share your favorite tricks and techniques with the rest of the
- community! Send your Graphics Gems to:
-
- Andrew Glassner
- Editor, Graphics Gems
- Xerox PARC
- 3333 Coyote Hill Road
- Palo Alto, CA 94304 USA
- email: glassner.pa@xerox.com
- phone: (415) 494 - 4467
-
- -------------------------------------------------------------------------------
-
- New People and Address Changes
-
-
- There were many new people at the roundtable at SIGGRAPH. In the interest of
- brevity, only new people who've sent an intro are listed. If any of you (or
- anyone else out there) would like to send in a paragraph or two of
- introduction, it will be printed here. You can always request the latest
- contact list from me.
-
- --------
-
- We just received the 7 editions of "The Ray Tracing News" you posted recently
- at USENET. This is exactly the kind of information we need in our research
- project an rendering software. Not just the latest research news, but also
- discussion on the results of them.
-
- So PLEASE put us on your mailing list!
-
- Just let me describe our past and future work to justify the costs for you.
- We are a working group at the Institute for Interactive Graphic Systems at the
- University of Tuebingen (West Germany) and are part of the faculty of physics.
- The main future research aspect will go in direction of combining raytracing
- and radiosity. We come from the background of geometric modelling and
- graphics hardware (here Phong shading in realtime). I will start working on
- this project 4Q89 as my PhD.
-
- If you can give any additional information that might be interesting to us
- (including other research going on in this area) please let us know.
-
- Surface mail: Wilhelm-Schickard-Institut fuer Informatik
- Graphisch Interaktive Systeme
- z.Hd. Philipp Slusallek
- Auf der Morgenstelle 10
- D-7400 Tuebingen
- Email : philipp@infotue.uucp
- Tel : x49 7071 296356
-
- --------
-
- (internet) zmel02@trc.amoco.com
- (usenet) uunet!apctrc!mlee
- (snail mail) Mark Lee
- Amoco Production Company
- Tulsa Research Center
- PO Box 3385
- Tulsa, OK 74102
- (phone) (918)-660-3556 or (918)-660-3000 for operator
-
- A short introduction. My interests lie in the areas of illumination models,
- faster ray tracing, photorealism, numerical and statistical methods. My real
- work is more in the area of rendering algorithms and scientific visualization.
- The areas that I enjoy working in, I pursue whenever I can squeeze it in.
-
- Incidentally, did you find a copy of the article by Levner, Tassinari, and
- Marini, "A Simple Method for Ray Tracing Bicubic Surfaces"? [no] Is this in a
- textbook or such? How could I find of copy of this paper? [Can anyone help?
- Has anyone seen it, and can at least summarize?]
-
- Some questions to post to the mailing list...
-
- Did the paper "The Ray Tracing Kernel" by Jim Arvo, Dave Kirk and Olin Lathrop
- ever get published?
-
- Does anyone have a copy of Blinn's notes from the Siggraph '84 tutorial notes
- on "The Mathematics of Computer Graphics" that they could send to me? [hey,
- I'd like one, too: I was a student volunteer at this course, and they ran out
- of course notes and I never got a copy.]
-
- --------
-
- I am now doing a dissertation on realistic rendering for complex scenes, with
- extensions for nonisotropically scattering gasses. I am also part of a
- project that uses raytracing for visualization of volumes of scalar data.
-
- Peter Shirley
- University of Illinois at Urbana-Champaign
-
-
- shirley@cs.uiuc.edu
- {pur-ee,convex,inhp4}!uiucdcs!shirley
- 816 E. Oakland, #206
- Urbana, IL 61801
- (217) 328-6494
-
- --------
-
- Mike Sweeney - rendering, splines, object-oriented languages
- Softimage Inc.
- 3510 Blvd St. Laurent, Suite 214
- Montreal, Canada H2X 2V2
- (514) 845-1636
- [write to Kaveh Kardan at larry.mcrcim.mcgill.edu!vedge!kaveh to reach Mike]
-
- Hello net-land, it's been a while. Eric says he wants an introduction so here
- goes....
-
- I've been writing renderers for the last 6 years. The Waterloo CGL Raytracing
- Package was your basic naive ray tracer. It did contain an iterative solution
- to ray/bspline intersection, but I no longer believe in this approach - it's
- much faster to break the spline into triangles. My second attempt, the Alias
- renderer, war a raycaster. It was slow period.
-
- Then came Abel, where I started playing with octrees. The code was about
- twice as fast as any implementation of Kay/Kajiya slabs I could come up with,
- and at least ten times as fast as my implementation of Fujimoto's algorithm.
- After Abel folded, I wound up at Softimage. I added a modified Watkin's front
- end, and rewrote the tracer to make the maximum use of empty space.
-
- I've not tried to implement the Kirk/Arvo algorithm yet, but have an
- instinctive distrust of anything that mixes preprocessing with the rendering
- (the cost will go up with the sampling rate). What is the group's experience
- with this method?
-
- --------
-
- # Jerry Quinn - PhD research in raytracing at Dartmouth
- # Dartmouth College
- # Department of Math & Comp Sci
- # Hanover, NH 03755
- # (603) 646-2565
- quinn@sunapee.dartmouth.edu
-
- I am a PhD student in computer science at Dartmouth and am in my second year.
- I'm currently interested in increasing efficiency in raytracing. I'm also
- looking at parallelism in RT, radiosity, and the combination of both.
-
- --------
-
- I have taken a job at Princeton, and thought I'd send you my new address for
- the purposes of the RT News.
-
- Mark VandeWettering (markv@acm.princeton.edu)
- c/o Program in Applied and Computational Math
- Fine Hall
- Princeton University, Princeton NJ, 08544
-
- Another question you might know off the top of your head: Alvy Ray Smith has
- written a tech memo on Volumetric Rendering at Pixar. Do you have his e-mail
- address, or otherwise know how I might request Pixar Tech Memos? [does anyone
- else know? - EAH]
-
- The ray tracing archive on skinner.cs.uoregon.edu still will remain there. I
- have permission from the higher-ups at the U of O to keep it there. If I lose
- that permissions at some future date, it will probably move to Princeton
- somewhere....
-
- --------
-
- Pat Hanrahan has also moved to Princeton, and is now at:
-
- hanrahan@princeton.edu
-
- --------
-
- And one more for Princeton:
-
- alias marshall_levine mplevine@phoenix.princeton.edu
-
- [I asked about the ray tracing demo at SGI:]
-
- The ray-tracing demo that you saw on an IRIS at SIGGraph is called Flyray. It
- was written by Benjamin Garlick in June-August 1988. The underlying voxel
- ray-tracer was written by Paul Haeberli in July 1983. The demo is standard
- around here; it should be on every demo machine. I would guess that it would
- be in the /usr/src/cmd/demo directory on most demo machines, but it depends on
- that particular machine's configuration. It is easily accessible through
- Buttonfly, the SGI menu program. Buttonfly displays menus of demos on 3D
- buttons that twist, flip, and fly towards the screen when selected (with text
- on them!). You will probably find Flyray on Buttonfly under the
- SGI/CPU-Intensive button (it will be listed as Ray-Tracer or Flyray). If you
- have any questions or want a description of the demo, just let me know and
- I'll send you any information that I can dig up. While you're at SIGGraph,
- you should take a look at the newest version of Flight (By Rob Mace, one of
- the guys in my group) on the IRIS 4D computers. Take a look at the F-14.
- I'll let it be a surprise, and trust me, you'll be very surprised!
-
- --------
-
- Please change my email address to palmer@ncsc.org (was palmer@ncifcrf.gov).
-
- Thomas C. Palmer North Carolina Supercomputing Center
- Cray Research, Inc. Phone: (919) 248-1117
- PO Box 12732 Arpanet: palmer@ncsc.org
- 3021 Cornwallis Road
- Research Triangle Park, NC
- 27709
-
- --------
-
- Another address change:
-
- # Mark Reichert
- # Program of Computer Graphics
- # 120 Rand Hall
- # Cornell University
- # Ithaca, NY 14853
- alias mark_reichert mcr@venus.graphics.cornell.edu
-
- -------------------------------------------------------------------------------
-
- Bugs in MTV's Ray Tracer, by Eric Haines
-
-
- Craig Kolb mentioned that he was having problems with Mark
- VandeWettering's ray tracer. Since I've been touting it all this time (but
- having run it only once), I felt obligated to find the bugs. There were two:
- one was that the up vector was sometimes not perpendicular to the view vector,
- which results in the "balls" image having a "comin' at ya" kind of distortion
- (kind of interesting, but incorrect). The other was that the frustum width
- was affected by the distance to the hither, which it should not be. One
- result is that the "mountain" scene would get zoomed in on something fierce.
- Finally, I changed the statistics output a bit to give information that I like
- (e.g. the number of reflected and refracted rays actually shot are counted
- separately). Anyway, at least apply the fixes to main.c and the first part of
- screen.c.
-
-
- diff old/main.c new/main.c
- 109c112
- < printf("number of rays cast: %-6d\n", nRays);
- ---
- > printf("number of eye rays: %-6d\n", nRays);
- diff old/screen.c new/screen.c
- 50d49
- < VecNormalize(upvec) ;
- 66a66,72
- > * Make sure the up vector is perpendicular to the view vector
- > */
- >
- > VecCross(viewvec, leftvec, upvec);
- > VecNormalize(upvec);
- >
- > /*
- 71c77
- < frustrumwidth = (view -> view_dist) * ((Flt) tan(view -> view_angle)) ;
- ---
- > frustrumwidth = ((Flt) tan(view -> view_angle)) ;
- 129c135
- < Trace(0, 1.0, &ray, color);
- ---
- > Trace(0, 1.0, &ray, color, &nRays);
- 173c179
- < Trace(0, 1.0, &ray, color);
- ---
- > Trace(0, 1.0, &ray, color, &nRays);
- 238c244
- < Trace(0, 1.0, &ray, color);
- ---
- > Trace(0, 1.0, &ray, color, &nRays);
- diff old/shade.c new/shade.c
- 112d111
- < nReflected ++ ;
- 115c114,115
- < Trace(level + 1, surf -> surf_ks * weight, &tray, tcol);
- ---
- > Trace(level + 1, surf -> surf_ks * weight, &tray, tcol,
- > &nReflected);
- 120d119
- < nRefracted ++ ;
- 125c124,125
- < Trace(level + 1, surf -> surf_kt * weight, &tray, tcol) ;
- ---
- > Trace(level + 1, surf -> surf_kt * weight, &tray, tcol,
- > &nRefracted) ;
- diff old/trace.c new/trace.c
- 19c19
- < Trace(level, weight, ray, color)
- ---
- > Trace(level, weight, ray, color, nr)
- 23a24
- > int *nr ;
- 34c35
- < nRays ++ ;
- ---
- > (*nr) ++ ;
-
- -------------------------------------------------------------------------------
-
- Bug in SPD, from Pete Segal <pls@pixels.att.com>
-
- Pete Segal reported a particularly subtle bug in my Standard Procedural
- Databases package. Turns out a "w" component needs to be initialized. If you
- have a machine that initializes everything to 0, you'd never notice it. The
- patches to the README and lib.c files are below. I should be putting the
- latest and greatest version on cs.uoregon.edu soon.
-
-
- diff old/README new/README
- 4,5c4,5
- < Version 2.5, as of 10/19/88
- < address: 3D/Eye, Inc., 410 East Upland Road, Ithaca, NY 14850
- ---
- > Version 2.6, as of 8/28/89
- > address: 3D/Eye, Inc., 2359 N. Triphammer Rd, Ithaca, NY 14850
- 22a23,24
- > Version 2.6 released August, 1989 - lib_output_cylcone fix (start_norm.w was
- > not initialized).
- 68a71,72
- >
- > The SPD package is also available via anonymous FTP from cs.uoregon.edu.
- diff old/lib.c new/lib.c
- 5c5
- < * Version: 2.2 (11/17/87)
- ---
- > * Version: 2.6 (8/28/89)
- 437a438
- > start_norm.w = 0.0 ;
-
- -------------------------------------------------------------------------------
-
- Solid Textures Tidbit, by Roman Kuchkuda <ucsd.edu!kuchkuda%megatek.UUCP>
-
-
- One piece of research that you might mention in RTN:
-
- I had used procedural wood textures for a while and wondered whether you could
- use "real" wood textures. Through some connections at the UNC hospital I had
- a block of pine CT scanned.
-
- Sure enough, the grain showed up very well. The resulting pictures were more
- "interesting" than procedural texture. The structure is more complex than the
- procedural model.
-
- There were a few problems though:
- 1) There is a lot of data in the CT scans and memory paging slows down the
- ray tracing like crazy.
-
- 2) Reality doesn't look nearly as "real" as a neat clean procedural model
- of it does.
-
- The results were so mixed that I never tried to get this published anywhere.
-
- -------------------------------------------------------------------------------
-
- Sundry Comments, by Jeff Goldsmith <jeff@Iago.Caltech.Edu>
-
- About the ray-tracing-as-a-sleazy-sales-gimmick idea:
-
- The whole point about my suggestion to include a ray tracer as part of a
- CG system is that it is, in fact, mostly useless, and most buyers don't know
- that. Thus, it works as a great gimmick, which is exactly "promising someone
- something that they think they want, but don't really." No one will use it
- after finding out how long it takes, so it doesn't have to have as many
- features as the rest of the system. Yes, this is a very cynical view, but
- sales is a non-technical problem, and (at least around here) expensive systems
- are usually purchased by people who know nothing about them, so it ought to be
- an effective technique with not a whole lot of resource expenditure. Besides,
- most CG programmers enjoy hacking ray tracers so you boost morale at the
- company at the same time. ...by the way, this is not entirely a joke, but...
-
- Euclidean distance calculation: Iterative approaches work great on this
- problem. A short summary (and code for one) is in Tom Duff's SIGGRAPH '84
- Tutorial on Numerical Analysis (a terrific article, by the way, as is his
- spline piece in the same place) most of which he got from Moler and Morrison's
- "Replacing Square Roots by Pythagorean Sums" IBM Journal of Research and
- Development, 27/6, Nov. 1983. The method he describes has cubic convergence,
- so it works well to unroll the loop and do a set number of iterations. 4
- iterations (2/, 4*, 2+) yield 62 digits of precision.
-
- -------------------------------------------------------------------------------
-
- Texture Mapping Question, by Susan Spach <hpfcla!hplabs!spach>
-
- What are good techniques for implementing texture mapping within raytracing?
- Is point sampling with a good sampling strategy most commonly used? Has
- mipmapping been extended to secondary rays? [I'm interested, too]
-
-
- ======== USENET cullings follow ===============================================
-
- Ray Traced Image Files, Prem Subramanyan
-
- Reply-To: prem@geomag.UUCP (Prem Subramanyan)
- Organization: Florida State University Computing Center
-
-
- We have quite a collection of rasterfiles of all sizes here at geomag. You
- can use the fbm package by Michael Mauldin to convert from Sun rasterfiles to
- GIF files. The main reason why I have chosen to keep them as rasterfiles,
- rather than convert them to GIF is that on the Sun the rasterfile viewers are
- neater. In any case. anonymous ftp to geomag.gly.fsu.edu (128.186.10.2) cd
- to pub/pics and download any pics you want. In the future, once I get the
- latest fbm package, I will post it there as well. We have a good collection
- of files ray-traced on the eta-10g with QRT by Steve Koren. The longest time
- taken (for blue.rst.Z) was 1 1/2 hrs. The small ones (640x400) went in
- usually under 15 minutes. In any case, they are quite interesting.
-
- -------------------------------------------------------------------------------
-
- Image Collection, by Paul Raveling
-
- From: raveling@venera.isi.edu (Paul Raveling)
- Organization: USC-Information Sciences Institute
-
- With gobs of satisfaction, I'd like to announce the addition of some pictures
- of my own to the "Img" collection available on venera.isi.edu. Along with
- this go sincere thanks to Nic Lyons and HPLabs for the opportunity to digitize
- these photos.
-
- venera's pub directory now contains 2 compressed files to facilitate retrieval
- of images in this collection and of the imglib code. These are:
-
- pub/img_ls-RAlF.Z Directory listing of everything
- in the [~ftp/] images hierarchy
-
- pub/img.tar.Z Code for imglib and the various
- simple programs using it.
-
- The "root" directory, [~ftp/]images, and each of the four subdirectories
- containing images has its own README file with additional info.
-
- Credits for 2 images that weren't from my own pictures are:
-
- Window Rock: My wife spotted and captured the natural
- spiral pattern at Window Rock, Arizona.
-
- Solings: This is from the 1982 International Soling
- Association calendar. I used to own and race one
- of these, but wouldn't risk taking a camera aboard.
-
-
- Here's a subject summary of the new images in images/color_mapped:
-
- aspens Aspens in San Juan Mts, between Ouray & Silverton
- blue_tigers Blue Angels, in F11F Tigers
- ds_train Durango & Silverton narrow-gauge train
- elk An elk in Banff National Park
- ghost_house House in ghost town, somewhere between Ouray and Silverton
- graycard Kodak gray card, grayscale, and color patches
- halfdome Halfdome in polarized infrared light (Yosemite Nat'l Park)
- harvey Harvey, an African lion who lived at the L.A. Zoo
- high_line Durango & Silverton narrow gauge train on the high line
- model Model at one of Frank's photo day shows, probably in 1978
- model_fullscale Model at one of Frank's photo day shows, probably in 1978
- old497 Old 497: One of Durango & Silverton's narrow gauge steamers
- porcupine Porcupine @ ranger cabin, Mosquito Flats, Banff
- puff1 - puff2 Puff (the cat, not the dragon)
- san_juans San Juan Mountains, between Ouray and Silverton
- smurf1 - smurf4 Whitesmith, aka "The Smurf" [another cat]
- snake Non-digital snake (not an adder)
- solings Solings, from 1982 International Soling Association calendar
- stream Stream in San Juan Mountains, between Ouray and Silverton
- tbirds Thunderbirds
- window_rock Window Rock
- x-1e X-1E at NASA Ames Dryden Flight Research Center, Edwards AFB
-
- -------------------------------------------------------------------------------
-
- MTV-Raytracer on ATARI ST - precision error report, by Dan Riley
-
- From: riley@batcomputer.tn.cornell.edu (Daniel S. Riley)
- Organization: Cornell Theory Center, Cornell University, Ithaca NY
-
-
- In article <1171@laura.UUCP> wagener@unidocv.UUCP (Roland Wagener) writes:
- >I have ported the MTV-Raytracer on the ATARI ST using the Turbo-C-
- >Compiler. The Program works fine and it uses about 3 hours CPU-Time
- >to create the Balls-Picture in 320x200 Resolution.
-
- >But there is a bug somewhere in the program. There are white spots in
- >all reflecting surfaces. This bug does not appear on a IBM-PC programmed
- >with Zortech-C++. But the PC needs 5 hours for a 200x200-Picture ...
-
- This sounds like a floating point precision problem. I've been playing
- with a number of ray tracers, including MTV, on my Amiga. I've seen
- white spots and other sorts of splotches if I use the Motorola ffp format
- floating point routines, which are single precision (32 bit) only. They
- go away if I use IEEE math libraries (all calculations done with 64 bit
- doubles). 3 hours cpu for a 320x200 picture on an 8 MHz 68000 sounds like
- single precision to me, but I don't know the ST or Turbo-C that well.
-
- I suppose there must be papers on controlling round-off errors in
- ray tracing algorithms, but none of the ray-tracers I've seen make any
- special efforts in that regard. Of course, all the ones I have source
- code to are meant to be clean and simple, not fast and convoluted...:-)
-
- -Dan Riley (riley@tcgould.tn.cornell.edu, cornell!batcomputer!riley)
- -Wilson Lab, Cornell U.
-
- -------------------------------------------------------------------------------
-
- Question on Ray Tracing Bicubic Parametric Patches, by Robert Minsk
-
- From: ccoprrm@pyr.gatech.edu.UUCP (Robert E. Minsk)
- Organization: Georgia Institute of Technology
-
- Does anyone have a routine of know of any pointers to articles to find a
- intersection between a ray and a bicubic parametric patch besides a recursive
- subdivision algorithm? I am trying to speed things up a bit in my ray tracer.
-
- -------------------------------------------------------------------------------
- END OF RTNEWS
-