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- From nucsrl!casbah.acns.nwu.edu!zaphod.mps.ohio-state.edu!wupost!uunet!psinntp!eye!erich Wed Nov 20 19:47:14 CST 1991
- Article: 5590 of comp.graphics
- Path: nucsrl!casbah.acns.nwu.edu!zaphod.mps.ohio-state.edu!wupost!uunet!psinntp!eye!erich
- From: erich@eye.com (Eric Haines)
- Newsgroups: comp.graphics
- Subject: Ray Tracing News, Volume 4, Number 3
- Message-ID: <1991Nov20.153217.19599@eye.com>
- Date: Wed, 20 Nov 91 20:32:16 GMT
- Sender: Eric Haines
- Organization: 3D/EYE, Inc. Ithaca, NY
- Lines: 869
-
- _ __ ______ _ __
- ' ) ) / ' ) )
- /--' __. __ , --/ __ __. _. o ____ _, / / _ , , , _
- / \_(_/|_/ (_/_ (_/ / (_(_/|_(__<_/ / <_(_)_ / (_</_(_(_/_/_)_
- / /|
- ' |/
-
- "Light Makes Right"
-
- November 18, 1991
- Volume 4, Number 3
-
- Compiled by Eric Haines, 3D/Eye Inc, 2359 Triphammer Rd, Ithaca, NY 14850
- erich@eye.com
- All contents are US copyright (c) 1991 by the individual authors
- Archive locations: anonymous FTP at weedeater.math.yale.edu [130.132.23.17],
- /pub/RTNews, and others.
- UUCP archive access: write Kory Hamzeh (quad.com!avatar!kory) for info.
-
- Contents:
- Introduction
- New People, Address Changes, etc
- ElectroGig Free Software Offer
- Spectrum: A Proposed Image Synthesis Architecture, by Andrew Glassner
- Spline Intersection, Texture Mapping, and Whatnot, by Rick Turner
- Satellite Image Interpretation, by Andy Newton
- Material Properties, by Ken Turkowski
- New Library of 3D Objects Available via FTP, by Steve Worley
- Object Oriented Ray Tracing Book
- New and Updated Ray Tracing and Radiosity Bibliographies
- DKBTrace 2.12 Port to Mac, by Thomas Okken
- Graphics Gems II Source Code
- Radiance Digest Archive, by Greg Ward
- Model Generation Software, by Paul D. Bourke
- Rayshade 4.0 Release, Patches 1 & 2, and DOS Port, by Craig Kolb and
- Rod Bogart
- RayShade Timings, by Craig Kolb
- RayShade vs. DKBtrace Timings, by Iain Dick Sinclair
- PVRay Beta Release, by David Buck
- Vort 2.1 Release, by Eric H. Echidna
- BRL-CAD 4.0 Release, by Michael J. Muuss and Glenn M. Gillis
-
- -------------------------------------------------------------------------------
-
- Introduction
-
- Well, it's been awhile - RealWork (TM) has been getting in the way of
- putting out an issue of the Ray Tracing News. So, rewind your brains back to
- August...
-
- SIGGRAPH was interesting, as usual. Las Vegas is an amusing place; now
- that I've seen it once, I don't ever need to go back. To my surprise, there
- was quite a turnout for the ray tracing roundtable get together at SIGGRAPH.
- The roundtable is a nice excuse for people to get in a room and put faces to
- names, and I finally got to meet some people who had been just authors with
- email addresses before this.
-
- Some papers of note at SIGGRAPH which directly affect ray tracing were
- Kirk & Arvo's paper on unbiased sampling techniques and Mitchell's on optimal
- sampling for ray tracing. The first warns that re-using initial samples
- results in bias when adaptively supersampling; the last talks of image
- sampling strategies. Other papers of interest include those on new procedural
- texturing methods, which all look fairly easy to implement in their simpler
- forms.
-
- Chen et al presented "A Progressive Multi-Pass Method for Global
- Illumination", which does about every trick in the book to attempt to achieve
- maximum realism. Xiao He et al presented "A Comprehensive Physical Model for
- Light Reflection", which is just that; it seems about the most realistic
- shading model I've seen, with some very serious mathematics behind it. Another
- paper from Cornell, "A Global Illumination Solution for General Reflectance
- Distributions" by Sillion et al, gives an interesting method of storing
- reflectance functions by using spherical harmonics.
-
- The most theoretically significant radiosity paper was done by Hanrahan et
- al, who presented a method of limiting the amount of computation by use of
- hierarchy and error limits. This method opens up interesting new lines of
- thought and research in radiosity.
-
- I did not spend a lot of time on the floor, but did run across an
- interesting demo at the Intergraph booth. They had a cute ray tracing program
- that implemented parameterized ray tracing (Sequin & Smyrl, SIGGRAPH '89),
- where you essentially store the shading equation parameters for each pixel.
- Changing colors, applying textures, etc then becomes pleasantly fast, as all
- you have to do is substitute the proper parameter values and reevaluate,
- getting a new full ray traced image in seconds.
-
- Other new ray tracing products I noticed were from Ray Dream and Strata.
- Ray Dream has a ray tracer for the Mac, with the program LightForge for
- modeling surfaces and SceneBuilder for scene description. They have also
- added a distributed computing feature to poll Macs on a network for idle CPU
- time and uses it for rendering. Strata offers StrataVision 3d, again for the
- Mac. They claim ray tracing and radiosity rendering and gave us a demo disk -
- the radiosity images are no great shakes, but it's interesting to see the word
- "radiosity" making its way into the microcomputer market.
-
- AT&T Pixel Machines has been adding radiosity capabilities to their
- rendering library set. Silicon Graphics is still demoing radiosity, though no
- product seems in the offing. They did have a good tutorial film showing the
- ideas behind the progressive radiosity algorithm, and Baum et al had a
- worthwhile paper in the Proceedings on making radiosity usable. This paper is
- indispensable for anyone designing a robust radiosity system for general use
- (i.e. you plan on rendering more that a few axis aligned boxes in a room).
- HP demoed their radiosity rendering product (ARTCore) with a room designer
- demonstration, and had a movie in the film show (positive adjectives avoided,
- since I worked on both projects).
-
- One of the more clever tricks I learnt from the room designer was how to
- get reasonable wallpaper, floor covering, and other such textures scanned in
- using a flatbed scanner. In the past I went to building supply places and
- borrowed or bought samples ("Yes, I want to see how this will look in my
- kitchen", not mentioning that the kitchen existed only in the computer).
- However, with a flatbed scanner you can get stuck: the samples can be bigger
- than the scanning surface. Even if small enough, repetition of the texture
- can lead to unrealistic effects (for example, a brick pattern is obviously
- tiled if the brick colors keep repeating in a too regular fashion). I've also
- tried photographing large areas of a surface (e.g. a brick wall), but then
- variations in the scene's lighting often appear and make for patterning or odd
- shading artifacts.
-
- Tamar Cohen, who developed the room designer, realized that there was an
- excellent solution to these problems: dollhouse supplies! Dollhouse
- wallpaper and floor coverings easily fit on a flatbed scanner, and all the
- repetition and lighting problems go away.
-
- For those of you who are deeply into texturing, you should consider
- looking into the Khoros image processing system (ftp from pprg.eece.unm.edu
- [129.24.24.10]: /pub/khoros - check release first). It's a huge (~100 Meg)
- system, but from my minimal exposure seems extremely powerful and easy to use.
- It has a visual programming language, so you can interactively attach various
- function boxes together to perform operations. This makes the system easy to
- quickly start using for simple manipulations, though I think I'm going to have
- to break down and read the documentation at this point. The system is X based
- and has been ported to most major workstations on up, and the group at the
- University of New Mexico are enthusiastic and willing to help. Recommended.
-
- I've also finally scratched the surface of Greg Ward et al's Radiance
- package. I was impressed first off by the portability: one of his displayers
- was the first serious X program I've ever compiled and linked without having
- to diddle around with something to make it go. In fact, I didn't even know it
- was an X program until I ran it and a window popped up on the screen! If you
- want physically based rendering, this is the only package I know that even
- attempts it. It also seems to be a fine renderer, and I enjoy the progressive
- ray tracing feature (the image refines while you watch it).
-
- As far as speed goes, Rich Marisa at the Cornell Theory Center kindly gave
- me an explanation and demonstration of their Ray Casting Engine. Duke and
- Cornell have been developing this piece of hardware for some time, and it
- embodies an interesting approach: represent the CSG model as a network of
- processors, then, given a direction of view, convert the model into sets of
- spans. These spans can then be used for analysis, rendering, etc. For more
- information, see the Feb. 1991 issue of Mechanical Engineering, or Kedem and
- Ellis' article in _Parallel Processing of Computer Vision and Display_ (ed.
- by Dew, Heywood & Earnshaw).
-
- -------------------------------------------------------------------------------
-
- New People, Address Changes, etc
-
-
- # Andy Newton - physical radiance modelling, natural scenes, rays with solid
- # angle
- # Remote Sensing Research, University College London
- # Photogrammetry,
- # UCL, Gower Street
- # London, ENGLAND
- # +44 71 387 7050 x2742
- alias andy_newton anewton@ps.ucl.ac.uk
- alias andy_newton anewton%uk.ac.ucl.ps@uk.ac.ucl.cs
-
- Although the graphics is more fun than the Remote Sensing this is what I'm
- supposed to be doing ...
-
- Applying ray tracing to the understanding of remote sensed images of the
- natural world, mainly satellite imagery. Much more interested in physical
- accuracy than efficiency. Also how to correctly model, and sample, very large
- and non-uniform light sources (the sky!) in ray tracing. How to relate the
- point sampling paradigm of the infinitesimal ray to light energy transport.
- Physical reflectance models like BRDF. Doing distance attenuation and variable
- light source sampling properly (probably) using solid angle.
-
- I'd be really interested in any references anyone has to ray tracing for
- physical process simulations or radiance calculations using solid angle as
- a ray property.
-
- On offer: a realistic sky radiance model based on atmospheric scattering.
-
- --------
-
- # Denise Blakeley
- # 1455 Runaway Bay Dr. #2B
- # Columbus, OH 43204
- # (614) 487-8442
- blakeley@cis.ohio-state.edu
-
- Ray-tracing interests: general
-
- What I'm doing these days: I'm trying to finish my MS in Computer Science
- (concentrating in graphics) here at Ohio State December '91. I'd like to
- finish the program with at least one fairly complete project to show for
- it, so I'm trying to expand my basic ray-tracer into a more complete
- rendering system. Nothing ground-breaking; I'm just trying to learn as
- much as I can at this point, and have fun doing it!
-
- --------
-
- # Rick Turner - weird primitives, non-Euclidean raytracing, textures
- # IBM UK Science Centre
- # Athelstan House, St. Clement Street, Winchester SO23 9DR, England.
- ricky@venta.iinus1.ibm.com
-
- I'm a scientist at UKSC, working in the area of remote sensing and the
- application of image and visualisation techniques to earth science problems.
- Raytracing is a spare time activity. I've written one raytracer, as well as a
- substantial part of a second. These use all the common CSG primitives, and
- for the large tracer (called RT), I've added support for bicubic spline
- patches (bezier, b-spline, ..., continuous beta-splines) and implicit
- functions as well. Currently I'm playing around with texture and image
- mapping and volume objects.
-
- --------
-
- Matthew Williams
- 501 Chapel Drive #1417
- Tallahassee, Fl 32304
- (904)681-0873
- fudd@fsunuc.physics.fsu.edu
-
- Interests: Anything and everything
-
- At the moment I am a student at Florida State University majoring in Russian
- Language with minors in Math, Physics, and Computer Science. All the time
- that I am not in class (including some times when I should be in class) I am
- on my PC playing around with DKBTrace (or should I say PVRay). One of my
- larger projects that I want to attempt is translating the C source for DKB to
- assembly and hopefully gain some speed. I would also like to add a fractal
- section to it so I can have vines and stuff growing on different objects.
-
- -------------------------------------------------------------------------------
-
- ElectroGig Free Software Offer
-
- [I don't know much about GIG, except that they have a CSG ray tracer. Sounds
- like quite a deal, though! - EAH]
-
- >From Communications of the ACM, Nov. 1991:
-
- In an effort to enhance computer graphics education on a national level, GIG
- USA is offering a limited number of complete 3D graphics packages free of
- charge to accredited universities, colleges and schools throughout the U.S.
- The ElectroGIG system, which lists for $30,000, includes retracing [sic -
- should be ray-tracing] and animation applications and runs on Silicon Graphics
- and DEC 5000 workstations. Written requests must be mailed (phone calls or
- faxes will not be accepted) on official school letterhead by staff or faculty
- members only to GIG USA, Inc., 7380 Sand Lake Rd., Suite 390, Orlando, FL
- 32819, attention: GIG Educational Software Program.
-
- -------------------------------------------------------------------------------
-
- Spectrum: A Proposed Image Synthesis Architecture, by Andrew Glassner
- (glassner.pa@xerox.com)
-
- Andrew Glassner is currently working on a proposal called "Spectrum", which is
- a new ray tracer architecture. The document outlining this design was made
- available in the "Frontiers in Rendering" course notes. The idea is to make a
- flexible public domain ray tracer available among researchers and educators.
-
- -------------------------------------------------------------------------------
-
- Spline Intersection, Texture Mapping, and Whatnot, by
- Rick Turner (ricky@venta.iinus1.ibm.com) and Eric Haines
-
- The code that I developed is based essentially on algorithms developed by
- Kajiya and extended by Marini et al (the paper is in one of the Eurographics
- procs; I can dig out a reference for you if you're interested). Basically, we
- model the ray as a pair of orthogonal planes. Each of these is intersected
- with the spline surface, giving a pair of space curves. You intersect the
- space curves giving the ray/surface intersection.
-
- Intersecting curves is a manageable problem, so it works quite well. The same
- basic method is employed for all types of bicubic spline surface. It actually
- turns out that splines having a constant basis matrix (eg b-spline, power
- splines, hermites, Catmull-Rom splines etc) are cheaper to compute if you
- first do a basis transformation to bezier splines. Beta splines and so on
- that have a variable basis matrix require special treatment, which is quite
- complex.
-
- I run the code on an i860 based accelerator card to get it to work in
- reasonable time; a 1024*1024 image with a few hundred primitives takes 5-10
- minutes to compute. Spline surfaces can increase this considerably.
-
- The raytracer in question was originally developed by IBM Poughkeepsie as part
- of a system called GDP (Geometric Design Processor). This was essentially a
- CSG system and was used to design parts of IBM mainframes. It ran on a
- mainframe and was written in PL/I and Assembler. The mainframe code was
- hacked out as a standalone module some years ago, and was then re-written in
- 'C' in peoples spare time. Most of the basics were done in Burlington, Va.,
- though extensions were done all over the place.
-
- I'm currently working with mapping images and textures onto objects. Yes, I
- know this is a largely solved problem nowadays, but there are some interesting
- 'gotchas'. I'm particularly interested in singular mappings, where you don't
- have a one-to-one correspondence. This overlaps in some ways with my 'real'
- work, which often involves rendering some earth science dataset. I'm
- currently fooling around with Magellan data from JPL, rendering combinations
- of terrain and image data in various ways.
-
- --------
-
- My reply:
-
- I know the two-plane intersection method you refer to, in fact I coded it up
- once long ago (though I don't know the Marini paper - maybe he solves the
- problem of sometimes converging on the farther intersections instead of the
- closest? Seems like I remember that guaranteeing the right root is found was
- a headache, though I recall Kajiya's solution was something like "use
- Laguerre's method and find them all" or somesuch - I'm probably mixing this
- up, as I haven't looked at these numerical methods in years...)
-
- As far as texture mapping, that's something I'm still playing with here, too.
- Solved? Well, how does adaptive sampling work along with textures and mipmaps
- and so on (mipmaps sample area, but what do you do if more sample rays are
- shot in a pixel?) - there was a paper on this topic in Eurographics '91, so
- it's of interest. Also, specifying parameterizations for sets of primitives
- is easy enough in theory (e.g. define some projection (spherical, conical,
- plane) in space and use this to determine xyz -> uv), but this kind of thing
- can look really bad in some cases. I've been playing with other
- parameterization functions, with some interesting results (my VW bug covered
- with straw weave is certain to become a style trend soon, I'm sure). Have you
- run across any interesting parameterization papers/techniques lately?
-
- --------
-
- Reply from Rick:
-
- In my code, the patches are subdivided, though not by very much. Each
- 'mini-patch' has its own bounding box, and both are built into a tree
- structure. The more curvature the patch has, the greater the subdivision that
- will be used; this reduces the chances of having a local maximum or minimum in
- the middle of the patch go outside the bounding box. It also allows you to
- fit the bounding boxes much more tightly to the surface, so cuts down the
- number of false intersections where the ray intersects the bounding box but
- not the surface. One interesting side effect of the subdivision is that by
- making the bounding box smaller than the surface, you get disconnected pieces
- of surface floating in space. A nice example of this is on the cover of the
- Bartels/Beatty/Barsky book on splines. I've done the teapot in a similar way,
- and it looks rather neat. I went further and mapped the baboon onto each
- disconnected patch, and it's quite eye catching.
-
- Basically, the convergence method is a hybrid of multi-dimensional conjugate
- gradient and quasi-Newton techniques. This offers speed plus reasonable
- stability (although you can always find a pathological case to defeat the
- algorithms). One thing about it is that the iterations happen in (u,v) space
- rather than in (x,y,z) space; this ensures that the iterations will always
- converge to a valid solution; if either u or v go outside the range valid for
- the particular mini-patch that you're testing against you can immediately
- reject the solution, as there will be no intersection with that patch.
- Typically false intersections such as this are rejected on the first (or
- sometimes the second) iteration, which improves the performance a bit.
-
- Ray tracing splines is tedious though, so I've given my code an option to
- render the bounding boxes for the mini-patches. This gives a pretty good
- first look at what you're going to get out, and takes a couple of orders of
- magnitude less time.
-
- Texture mapping people may want to look through the cartographic literature.
- Map makers have similar problems in projective geometry when it comes to
- changing map (or image) coordinate systems - eg, from Lat/Long to UTM for
- example. Much effort has been devoted to solving the mapping (in the
- mathematical sense) problem; less on resampling. Almost always the resampling
- used are standard bi-linear or bi-cubics with the attendant problems. On the
- whole though, digital cartography can be a useful source on information that
- is often overlooked by graphics people. A good reference to start with is
- USGS Professional Paper 1395, 'Map Projections, a Working Manual' by John
- Snyder. In the US you can get a copy from any Government bookstore - when I
- got mine I think that it cost me about 25 dollars.
-
- -------------------------------------------------------------------------------
-
- Satellite Image Interpretation, by Andy Newton (anewton@ps.ucl.ac.uk)
-
- I work in a satellite image interpretation research group. Our interest in
- ray tracing is for simulating all parts of the process of the formation of
- satellite images - optics, camera motion, atmosphere, surface scattering and
- global (as in hemispherical!) light source illumination. We do work at two
- scales - where the basic scene is a DEM (height grid) and for very complicated
- 3-d scenes for plant canopy reflectance simulation.
-
- So ray tracing is a really powerful tool to allow us to simulate as many parts
- of these complex processes as we can model but what we need to do is not quite
- computer graphics. What I mean by this is that what we need out of our models
- are accurate, truthful, energies (in real units) not measures of visual
- brightness. We need physical results. One example of this is wavelength sampling
- by importance sampling a spectral response curve as opposed to treating light as
- an RGB 'colour'. (Though I can't recall any references to doing exactly this it
- is proposed in Cook's original stochastic sampling papers and my implementation
- is very similar to his for reflected ray direction).
-
- Our main problems are (i) illumination from such a big light source (the sky
- hemisphere) with 'diffuse' reflectors (ii) ensuring that we model energies
- correctly and (iii) using physical directional reflectances. I may be going out
- on a bit of a limb here so please excuse me if I do - I'm not as familiar as I
- ought to be with general CG practice - but I'll try to explain what I mean.
-
- I've spent the better part of 3 years supporting and trying to add to a tracer
- I inherited when I came to work here. Now that has turned out not to be
- particularly smart as its been a lot harder to modify and bug fix than if it was
- my own work. Anyway the point is that through out most of that time we had no
- good model for the directional and spectral variation of that thing outside the
- window - the sky. As our main interest is _supposed_ to be the satellite work,
- not the graphics, I felt we couldn't come to grand conclusions from our results
- if the illumination function was simply not representative of the real world.
- Now I've managed to solve this problem by implementing a model of atmospheric
- scattering processes due to Zibordi and Voss so its time to make the physics
- correct and BTW write a fresh tracer. I have seen some work on CG models of the
- sky which are functional and not physical. This model is quite fast enough to
- create a sky radiance LUT at any resolution required on a per scene basis so if
- you know of anyone out there who needs a model of the sky's irradiance maybe I
- could help.
-
- The thing about any such illumination model is, of course, that the energy
- results are per steradian of solid angle of illuminating source. With the
- point sampling infinitesimally thin ray what solid angle does a ray reaching
- the sky have? If it's a primary ray then OK it can have some solid angle
- associated with the pixel but how should ray solid angles be transformed by
- reflection etc? The only work I've seen that is remotely like this is
- Amantide's cones. However that doesn't use the geometric concept of a solid
- angle. One plus point of considering solid angle is of course that the
- effects of distance attenuation by divergence are implicitly included. So I'm
- very interested in how much solid angle is used as yet another ray parameter
- in more general CG work. Is this really common, or unheard of?
-
- There's a reflectance concept in remote sensing called Bi-Directional
- Reflectance Distribution Function (BRDF), which may also be use in CG or have
- a parallel, that defines directional reflectance as a 5-d array of pairwise
- directional spectral reflectance coefficients. For each wavelength
- (quantized, of course), for each incident direction (over the 2 Pi
- hemisphere), for each emergent direction, define a reflectance coefficient.
- Such things can be used as reflectance LUTs or integrated, subdivided and
- importance sampled. Are similar things done for interesting material
- reflectances in the main stream?
-
- -------------------------------------------------------------------------------
-
- Material Properties, by Ken Turkowski (turk@apple.com)
-
- [I edited Ken's notes into a coherent whole. - EAH]
-
- >Does anyone know where I can pick up a list of material properties for
- >different metals and other objects?
- >
- >I need to know refractive index, diffuse component, specular component and
- >specular exponent.
-
- Purdue has a catalog of transmissive, reflective, absorptive and emissive
- spectral data for conductors, dielectrics, pigments, emulsions, and light
- sources. From this you can calculate the refractive index and diffuse
- spectrum. It's called _Thermophysical Properties of Matter_ by the Purdue
- University Thermophysical properties research center. There are multiple
- volumes. We have found volumes 6, 7, and 8 most useful. These contain data
- for dielectrics, conductors, and surface coatings.
-
- Unfortunately, this book is out of print. We got our copy by photocopying one
- that Purdue had.
-
- Specular data is a function of the finish (i.e. rough, smooth), and can be
- calculated by the method of He (SIGGRAPH '91) given surface statistics.
-
- Roy Hall's book, _Illumination and Color in Computer Generated Imagery_,
- points to some other sources of reflective data. The reflective spectrum *is*
- the diffuse "color". Specular properties are a function on the finish, not
- the material.
-
- -------------------------------------------------------------------------------
-
- New Library of 3D Objects Available via FTP, by Steve Worley
- (worley@updike.sri.com)
-
- On the ftp site cs.uoregon.edu (128.223.4.13), I have assembled a set of over
- 150 3D objects in a binary format called TDDD in the directory
- /incoming/TDDDobjs. These objects range from human figures to airplanes, from
- semi-trucks to lampposts. These objects are all freely distributable, and most
- have READMEs that describe them. There are over six megabytes of these binary
- objects.
-
- In order to convert these objects to a human-readable format, a file with the
- specification of TDDD is included in the directory with the objects. There is
- also a shareware utility called TDDDconv that will convert the binary objects
- into either OFF, NFF, Rayshade, or vort objects. This utility is also found
- on cs.uoregon.edu, in the file /incoming/TDDDconv.tar.Z.
-
- [There are some interesting things here. You might have to diddle a bit, and
- I noticed that some databases don't translate, but good stuff for the price!
- One very cute thing in the package is "tddd2ps", which "converts" a TDDD file
- to a printable set of four orthogonal views - nice touch! - EAH]
-
- -------------------------------------------------------------------------------
-
- Object Oriented Ray Tracing Book
-
- > I am looking for a book named "Object-oriented ray_tracing" by Melcher,
- > and published by Wiley 91.
-
- This is, in fact, an article by Karl Melcher and G. Scott Owen, more fully
- entitled "Object Oriented Ray Tracing: A Comparison of C++ Versus C
- Implementations" which will appear in a Wiley book early in 1992 (and which
- was in the Wiley booth at SIGGRAPH '91). The title of the book will be
- "Computer Graphics Using Object-Oriented Programming" and the editors are
- Cunningham, Craighill, Fong, and Brown.
-
- -------------------------------------------------------------------------------
-
- New and Updated Ray Tracing and Radiosity Bibliographies
-
- At weedeater (see the header of this issue) via anonymous FTP are a number of
- new or updated ray tracing and radiosity bibliographies. I've updated the
- ray tracing bibliography (pub/Papers/RayBib.09.91.Z) and radiosity bib
- (RadBib.09.91) from last year's version. Rick Speer has provided a postscript
- (only) version of his extensively cross-referenced ray tracing bibliography
- (speer.raytrace.bib.ps). Tom Wilson's fine ray tracing abstract collection is
- also available, with June 1 being the latest version (rtabs.6.91.shar.Z).
- Also, the file "NetPapers" lists a number of worthwhile articles and theses
- available on the net and where to get them.
-
- -------------------------------------------------------------------------------
-
- DKBTrace 2.12 Port to Mac, by Thomas Okken (thomas@duteca.et.tudelft.nl)
-
- The public-domain raytracer DKBTrace, which runs on FPU-equipped Macs, has
- been made available for anonymous ftp from "alfred.ccs.carleton.ca", files
- /pub/dkbtrace/dkb2.12/other_ports/MacPort1.0.2.*.
-
- -------------------------------------------------------------------------------
-
- Graphics Gems II Source Code
-
- FTP from:
-
- weedeater.math.yale.edu [130.132.23.17]
- gondwana.ecr.mu.oz.au [128.250.1.63]
-
- file: pub/GraphicsGems/GemsII/GGemsII.tar.Z
-
- -------------------------------------------------------------------------------
-
- Radiance Digest Archive, by Greg Ward (greg@lesosun1.epfl.ch)
-
- I have just made back issues of the Radiance Digest available from anonymous
- ftp at hobbes.lbl.gov (128.3.12.38) in the pub/digest directory. Those of you
- who have limited network access can still ask me to send back issues to you
- directly.
-
- -------------------------------------------------------------------------------
-
- Model Generation Software, by Paul D. Bourke (pdbourke@ccu1.aukuni.ac.nz)
-
- [Paul has a facet based modeller for the Mac called VISION-3D, which can be
- used to generate models directly in the RayShade and Radiance file formats.
- He wrote telling me of other programs that might be of interest - EAH]
-
- I have some other "niche" model generators that also export to Radiance and
- RayShade.
-
- A brief description of some of them follows:
-
- FracHill - generates the old fractal landscapes using the spatial subdivision
- technique (ie: not the fourier method) It has all the usual
- settings for roughness, sea level, seed, land/sea colour, etc
-
- 3D LSystems - allows the user to generate 3D LSystems (0L). Uses all the
- standard symbols from the literature, an extension of my
- 2D LSystem which I wrote years ago.
-
- Triangulate - takes a set of randomly distributed samples on a surface and
- generates either a triangulated (Delaunay) of gridded mesh
- representing the surface. We use it for our landscape
- Architecture course. Note: surfaces (functions) only, not
- solids!
-
- Anyway, these and other applications can be obtained from my FTP directory
- ccu1@aukuni.ac.nz (130.216.1.5)
- located in the
- architec
- directory. Because we pay for FTP to the US people should be asked to FTP
- the README file in the above directory, it will inform them of alternative
- sites in the US.
-
- -------------------------------------------------------------------------------
-
- Rayshade 4.0 Release, Patches 1 & 2, and DOS Port, by Craig Kolb and Rod Bogart
- (rayshade@weedeater.math.yale.edu)
-
- Rayshade 4.0 is now available. This version is extremely different from 3.0,
- and is very different from 4.0beta.
-
- Rayshade 4.0 features include:
- + Eleven primitives (blob, box, cone, cylinder, height field,
- plane, polygon, sphere, torus, flat- and Phong-shaded triangle)
- + Aggregate objects
- + Constructive solid geometry
- + Point, directional, extended, spot, and quadrilateral light sources
- + Solid procedural texturing, bump mapping, and
- 2D "image" texture mapping
- + Antialiasing through variable-rate "jittered" sampling
- + Arbitrary linear transformations on objects and texture/bump maps.
- + Use of uniform spatial subdivision or hierarchy of bounding
- volumes to speed rendering
- + Options to facilitate rendering of stereo pairs
- + Rudimentary animation support and motion blur
- + Numerous bug fixes and syntax changes
-
- Apologies to all the folks who felt that their Rayshade 4.0beta questions were
- not handled in a timely fashion. Both Rod and Craig have had to deal with
- Real Life and did not have as much time for Rayshade as we had hoped. We
- still feel that Rayshade is the best Un*x raytracing package for the price.
-
- Rayshade 4.0 is available via anonymous ftp from weedeater.math.yale.edu
- (130.132.23.17) in pub/rayshade.4.0. The shar files will be posted to
- alt.sources and submitted to comp.sources.misc.
-
- --------
-
- Patches 1 and 2 to rayshade 4.0 are now available through
- anonymous ftp from weedeater.math.yale.edu (130.132.23.17)
- as pub/rayshade.4.0/patches/patch{1,2}. The patches have
- also been posted to comp.sources.misc.
-
- --------
-
- Tom Hite managed to port rayshade to DOS, and was kind enough to send me
- a set of diffs, a couple of configuration files, and a short note describing
- what one needs to do in order to coax rayshade into running on PCs.
-
- I haven't had the courage yet to find myself a PC and to verify that Tom's
- instructions are idiot-proof. In addition, Tom's diffs were for rayshade 4.0
- patchlevel 0, and the new patches will undoubtedly cause some minor problems
- when it comes to applying Tom's diffs.
-
- The files are available from weedeater.math.yale.edu (130.132.23.17) as
- pub/rayshade.4.0/raydiffs.dos.
-
- -------------------------------------------------------------------------------
-
- RayShade Timings, by Craig Kolb
-
- Below for your amusement(?) are timings for the latest version of rayshade
- running on an HP-730.
-
- I suspect that rayshade is a good bit less efficient than it used to be, but
- I have yet to actually put this suspicion to the test.
-
-
- Rayshade v4.0, patchlevel 1, on an HP-730 running HPUX-8.05, ?? MB memory.
- Wed Oct 9 13:50:29 EDT 1991
-
- Setup Total | Polygon Sphere Cyl/Cone Bounding
- (seconds) | Tests Tests Tests Box Tests
- --------------------------------------------------------------------------
- balls 3.18 116.24 | 356K 1564K 0 2763K
- gears 15.79 705.25 | 8345K 0 0 11260K
- mount 6.13 165.03 | 1035K 2096K 0 2991K
- rings 5.44 235.37 | 103K 206K 4883K 5536K
- teapot 13.49 126.43 | 1677K 0 0 2761K
- tetra 2.96 31.93 | 578K 0 0 694K
- tree 4.94 103.28 | 716K 16K 366K 1467K
-
- All timings are sum of user and system time. Setup includes time to read
- the database and initialize all appropriate data structures. Total time
- is setup time plus rendering time. Test figures are rounded upwards.
-
- Uniform spatial subdivision, employing 22^3 voxels, is used to accelerate
- rendering. In the balls, gears, and tree databases, the ground plane
- is moved outside of the 22^3 grid in an attempt to generate a more uniform
- object distribution within the grid.
-
- -------------------------------------------------------------------------------
-
- RayShade vs. DKBtrace Timings, by Iain Dick Sinclair (axolotl@socs.uts.edu.au)
-
- > In your posting on RayShade vs. DKBtrace you mention doing timings
- >on them using the SPD. Any chance you have the timings sitting around?
-
- A friend here did the comparison, but it was by no means thorough -- it only
- used one benchmark (the balls?). In any event, the results of his quick
- experiment seem to have been discarded (apparently it was a slight pain to
- translate NFF -> DKB's verbose input format). I seem to remember him saying
- that Rayshade completed the scene about 20% quicker. Unfortunately, SPD
- wasn't used exhaustively, though it may be in the near future.
-
- -------------------------------------------------------------------------------
-
- PVRay Beta Release, by David Buck (dbuck@ccs.carleton.ca)
-
- The freely distributable raytracer PVRay (Persistence of Vision) is
- available for BETA testing from alfred.ccs.carleton.ca (134.117.1.1)
- in the directory pub/dkbtrace/pvraybeta. This program has been
- developed by the "Persistence of Vision" group on CompuServe and is
- built on top of DKBTrace version 2.12 with my permission and blessing.
-
- Please note that this is a BETA release, so it may exhibit some bugs or
- portability problems to different platforms. Please refer any
- problems to Drew Wells at 73767.1244@compuserve.com. Also, this
- version does not contain some of the ports which were previously
- available for DKBTrace. This situation is being rectified. However,
- you should find that the product-specific modules developed for
- DKBTrace should be easily adaptable to PVRay.
-
- Program Synopsis:
- -----------------
-
- PVRay is a Freely Distributable raytracer built on top of DKBTrace. New
- additions include:
-
- - Bezier surfaces
- - Height Fields (GIF only at this time)
- - Bump maps
- - Improved Quartic surface support
- - Input language can now optionally accept lowercase keywords
- - New textures: Onion, Leopard
- - C-style comments accepted ( /* */ and //)
- - Algebraic surfaces
- - Sphere, Cylinder, and Torus image mappings
-
- Please direct inquiries to Drew Wells at 73767.1244@compuserve.com.
-
- -------------------------------------------------------------------------------
-
- Vort 2.1 Release, by Eric H. Echidna
-
- gondwana.ecr.mu.oz.au [128.250.1.63] pub/vort.tar.Z
- munnari.oz.au [128.250.1.21] pub/graphics/vort.tar.Z
- uunet.uu.net [192.48.96.2] graphics/vogle/vort.tar.Z
- (uucp access as well ~ftp/graphics/vogle/vort.tar.Z)
-
- Australian ACSnet sites may use fetchfile:
- fetchfile -dgondwana.ecr.mu.oz pub/vort.tar.Z
-
- The major changes are to the ray-tracer which now allows orthographic
- projections, lights to be in composite objects, provides a transform operator,
- a few other odds and sods plus the usual set of bug fixes. There are also a
- couple of utilities for starting art up via inetd to help simplify the
- generation of animations across networks.
-
- It runs on IBM PC's, VMS, and a variety of UNIX boxes.
-
- Contributed scene files for the ray-tracer can be found in contrib/artscenes
- on gondwana. Apart from the scene files the tar files in this directory also
- includes some useful tile patterns and geometry files.
-
- Anyone with anything they'd like to add is welcome to put it in gondwana's
- incoming directory and send us mail.
-
- Includes [among much else]:
-
- art - a ray tracer for doing algebraic surfaces and CSG models.
-
- -------------------------------------------------------------------------------
-
- BRL-CAD 4.0 Release, by Michael J. Muuss and Glenn M. Gillis
-
- The U. S. Army Ballistic Research Laboratory (BRL) is proud to announce
- the availability of Release 4.0 of the BRL-CAD Package.
-
- The BRL-CAD Package is a powerful Constructive Solid Geometry (CSG) based
- solid modeling system. BRL-CAD includes an interactive geometry editor, a ray
- tracing library, two ray-tracing based lighting models, a generic framebuffer
- library, a network-distributed image-processing and signal-processing
- capability, and a large collection of related tools and utilities. Release
- 4.0 is the latest version of software which has been undergoing continuous
- development since 1979.
-
- The most significant new feature for Release 4.0 is the addition of n-Manifold
- Geometry (NMG) support based on the work of Kevin Weiler. The NMG software
- converts CSG solid models into approximate polygonalized boundary
- representations, suitable for processing by subsequent applications and
- high-speed hardware display.
-
- BRL-CAD is used at over 800 sites located throughout the world. It is
- provided in source code form only, and totals more than 280,000 lines of "C"
- code.
-
- BRL-CAD supports a great variety of geometric representations, including an
- extensive set of traditional CSG primitive solids such as blocks, cones and
- tori, solids made from closed collections of Uniform B-Spline Surfaces as
- well as Non-Uniform Rational B-Spline (NURBS) Surfaces, purely faceted
- geometry, and n-Manifold Geometry (NMG). All geometric objects may be
- combined using boolean set-theoretic operations such as union, intersection,
- and subtraction.
-
- Material properties and other attribute properties can be associated with
- geometry objects. This combining of material properties with geometry is a
- critical part of the link to applications codes. BRL-CAD supports a rich
- object-oriented set of extensible interfaces by means of which geometry and
- attribute data are passed to applications.
-
- A few of the applications linked to BRL-CAD include:
-
- *) Optical Image Generation (including specular/diffuse reflection,
- refraction, multiple light sources, and articulated animation)
- *) An array of military vehicle design and evaluation V/L Codes
- *) Bistatic laser analysis
- *) Predictive Synthetic Aperture Radar Codes (including codes due to ERIM)
- *) High-Energy Laser Damage
- *) High-Power Microwave Damage
- *) Weights and Moments-of-Inertia
- *) Neutron Transport Code
- *) PATRAN [TM] and hence to ADINA, EPIC-2, NASTRAN, etc.
- for structural/stress analysis
- *) X-Ray image calculation
-
- BRL-CAD requires the UNIX operating system and is supported on more than a
- dozen product lines from workstations to supercomputers, including: Alliant
- FX/8 and FX/80, Alliant FX/2800, Apple Macintosh II, Convex C1, Cray-1, Cray
- X-MP, Cray Y-MP, Cray-2, Digital Equipment VAX, Gould/Encore PN 6000/9000, IBM
- RS/6000, Pyramid 9820, Silicon Graphics 3030, Silicon Graphics 4D ``Iris'',
- Sun Microsystems Sun-3, and the Sun Microsystems Sun-4 ``SparcStation''.
- Porting to other UNIX systems is very easy, and generally only takes a day or
- two.
-
- You may obtain a copy of the BRL-CAD Package distribution materials in one of
- two ways:
-
- 1. FREE distribution with no support privileges: Those users with online
- access to the DARPA InterNet may obtain the BRL-CAD Package via FTP file
- transfer, at no cost, after completing and returning a signed copy of the
- printed distribution agreement. A blank agreement form is available only via
- anonymous FTP from host ftp.brl.mil (address 128.63.16.158) from file
- "brl-cad/agreement". There are encrypted FTP-able files in several countries
- around the world. Directions on how to obtain and decrypt the files will be
- sent to you upon receipt of your signed agreement. One printed set of BRL-CAD
- documentation will be mailed to you at no cost. Note that installation
- assistance or telephone support are available only with full service
- distributions.
-
- 2. FULL SERVICE distribution: The Survivability/Vulnerability Information
- Analysis Center (SURVIAC) administers the supported BRL-CAD distributions and
- information exchange programs for BRL. Full service distributions cost
- US$500, and include a copy of the full distribution materials on your choice
- of magnetic tape media. You may elect to obtain your copy via network FTP.
- One printed set of BRL-CAD documentation will be mailed to you. BRL-CAD
- maintenance releases and errata sheets will be provided at no additional
- charge, and you will have access to full technical assistance by phone, FAX,
- letter, or E-mail. Agencies of the U.S. Federal Government may acquire the
- full service distribution with a simple MIPR or OGA funds transfer.
-
- For further details, call Mr. Glenn Gillis at USA (410)-273-7794, send E-mail
- to <gillis@brl.mil>, FAX your letter to USA (410)-272-7413, or write to:
-
- BRL-CAD Distribution
- SURVIAC Aberdeen Satellite Office
- 1003 Old Philadelphia Road
- Suite 103
- Aberdeen MD 21001 USA
-
- Note that USA area code 410 will not go into effect until 1-Nov-91. Prior to
- that date, please use area code 301.
-
- Those sites selecting the free distribution may upgrade to full service status
- at any time. All users have access to the BRL-CAD Symposia, workshops, user's
- group, and E-mail mailing list.
-
- Sincerely,
-
- Michael J. Muuss Glenn M. Gillis
- Advanced Computer Systems SURVIAC
- Ballistic Research Lab Aberdeen Satellite Office
-
- -------------------------------------------------------------------------------
- END OF RTNEWS
-
-
-