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- From: mk@cyrus.ruhr.de (Markus Kniebes)
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- Subject: comp.graphics.rendering.raytracing FAQ (part 2/2)
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- Summary: Answers to Frequently Asked Questions about raytracing
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- Archive-name: graphics/raytrace-faq/part2
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-
- This is part 2 of the comp.graphics.rendering.raytracing Frequently
- Asked Questions list. The latest version of the FAQ is available via
- anonymous WWW at:
-
- http://www.cyrus.ruhr.de/rayfaq/
-
- It is also available via anonymous ftp at:
-
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/raytrace-faq/
-
- If you only have email, you can get it by sending email to:
-
- <mail-server@rtfm.mit.edu>
-
- with both
-
- "send usenet/news.answers/graphics/raytrace-faq/part1" and
- "send usenet/news.answers/graphics/raytrace-faq/part2"
-
- in the body of the message (without the quotes).
-
- (C) Copyright 1994 Andy Wardley <abw@peritas.demon.co.uk>
- (C) Copyright 1995, 1996, 1997 Andreas Dilger <adilger@enel.ucalgary.ca>
- (C) Copyright 2000 Markus Kniebes <kniebes@localhost.ruhr.de>
-
- ------------------------------
-
- Subject: 4 - Utilities and Other Software
-
- ------------------------------
-
- Subject 4.1 - Image Display/Conversion Programs
-
- * IMAGEMAGICK - An X-Windows based image display program (source
- distribution), that also allows simple editing of images, such as
- color modification, scaling, rotating, text annotation, etc. PNG
- format images are now supported by ImageMagick. Available at:
- ftp://harbor.ecn.purdue.edu/pub/imagemagick.tar.gz
- http://www.imagemagick.org
- (Cristy, 1995)
-
- * NEOPAINT - A useful DOS shareware paint package (registration US
- $45) for creating images, height fields, etc, or just touching up
- finished artwork. Available from wuarchive and mirrors.
-
- * NETPBM - A collection of command-line utilities for most platforms
- (source distribution). Executables available for most other
- platforms like DOS, OS/2, Linux, and others. NetPBM utilities
- convert practically any format to any other by using a common
- intermediate file format, as well as allowing quantization,
- cropping, combining, blur, and many other effects. Available at:
- ftp://wuarchive.wustl.edu/graphics/graphics/packages/NetPBM/
- (Poskanzer et al., 1991-1994)
-
- * PICLAB - An excellent package for converting and post-processing
- images for DOS. (Crocker, 1990)
-
- * QPV - The Quick Picture Viewer. A great utility for displaying and
- converting images for DOS/Win systems. Formerly QPEG, QPV has been
- improved, and has new features, such as the ability to read and
- write PNG format images. (Fromme, 1995)
-
- * XV - An X-Windows image display program (source distribution),
- with simple image editing facilities, such as color editing,
- scaling, rotation, and also filter effects for blurring, edge
- detection, and others. A patch is available for XV 3.10 to support
- PNG images via libpng and libz. (Bradley, 1995)
- http://www.trilon.com/xv/
-
- ------------------------------
-
- Subject 4.2 - Format Conversion Utilities
-
- Much of the following sections area taken from Amanda Osbourne's
- <alo@northshore.ecosoft.com> "Raytrace Utilities for DOS/Windows"
- list. All are IBM PC based unless otherwise specified.
-
- Various utilities for converting from one 3D file format to another:
-
- * 3DSPOV - Reads 3d studio mesh files. Writes out to Raw, POV-Ray
- (1 & 2), Vivid and Polyray. (Anger & Bowermaster, 1993)
-
- * 3DS2POV V1.80 - This free program can convert your binary 3D Studio
- 3DS file in POV 1.0, POV 2.0 including basic material parameters
- (color, ambient, diffuse, reflection, transparency) and smoothing.
- It also supports the output of RAW (useful for POVLAB), Vivid and
- Polyray. Supports animation ! BySteve Anger
- http://www.uni-jena.de/~p6sepa/software.htm
-
- * 3DWin - Likely the most versitle shareware 3D conversion
- utility that you will find anywhere. It is actively maintained and
- developed and has support for most major 3D file formats. It also
- include direct support for POV-Ray and Moray plus the author has
- plug-ins available for Moray for direct import capabilitites.
- http://www.stmuc.com/thbaier/
-
- * DEM2POV - This program (source distribution) converts US Geological
- Survey (USGS) Digital Elevation Maps (DEM) to the TGA format
- heightfields used by POV-Ray 2.2. Includes a large DEM file of the
- region around the Grand Canyon. (Kirby, 1995)
-
- * DXF2POV - DXF to POV-Ray 1 conversion program.
- (Collins, Wells, Farmer & Gibeson, 1992)
-
- * DXF2RAW - DXF to Raw conversion program.
- (Coy, Barber, Daigle & Shiffman, 1992)
-
- * DXF2V - DXF to Vivid conversion program.
- (Coy, Barber, Daigle & Shiffman, 1992)
-
- * DXF3DS - DXF to 3DS conversion program. (Yost/Autodesk, 1991)
-
- * HUTIL101c - A set of utilities (source) for converting between
- various POV-Ray heightfield formats (16-bit TGA, GIF, POT) as well
- as OCT and Matlab 32-bit MAT files. In addition, it can combine
- heightfields using arithmetic operators, join them together, scale,
- and create spherical and cylindrical heightfields with triangle
- meshes. See also HF-Lab. (Beale, 1995)
-
- * IV2RAY - Converts SGI OpenInventor 2.0 (VRML 1.0) files to RayShade
- files. Freely available from Cow House Productions web page at:
- http://www.cowhouse.com/. (Cow House Productions, 1996)
-
- * MRYPLY - Converts Moray files to PolyRay files.
-
- * OBJ2ASC2 - Wavefront object to 3d studio ascii converter.
- (Knight, 1993)
-
- * RAW2PV - Excellent utility that allows the user to adjust the
- level of smoothing to apply to raw data as it is translated to
- POV-Ray (1 & 2.x), Polyray or Vivid 2. It can also add a camera
- and light to the scene, making things fairly easy for the novice
- user. (Anger, 1993)
-
- * RAYL210 - Helpful utility to convert uLathe (an object creator
- program for windows) files to RAW, POV-Ray 1 & 2.x or Vivid 2
- format. (Koehler, 1993)
-
- * SPD - The Standard Procedural Database isn't a conversion package,
- per-se, but rather a set of tools for storing objects in a
- platform netutral format. It can convert from NFF, simple DXF, and
- Wavefront OBJ to a multitude of formats (about 14 at last count).
- It is often used by ray tracing researchers for measuring ray
- tracer speeds. http://www.acm.org/tog/resources/SPD/overview.html
-
- * TDDD2ASC - TDDD (Imagine) to 3D studio ascii file converter.
- (Knight, 1993)
-
- * WCVT2POV - Although wcvt2pov (MS-Windows) started out converting 3D file
- formats to POV-Ray, wcvt2pov has become a generic 3D file format conversion
- utility, with support for importing 3d studio, Wavefront, NFF, DXF, TrueType
- Fonts, RAW triangles and some other formats, and exporting 3ds, asc, POV-Ray,
- NFF, DXF, VRML, Wavefront, Open GL 'C' code fragments, RAW triangles, and some
- other formats. http://www.europa.com/~keithr/ (Rule, 1995)
-
- * Blender Python Conversion Scripts - Python scripts for converting
- Blender models to other formats including POV-Ray.
- http://www.q-bus.de/Blender/
-
- ------------------------------
-
- Subject 4.3 - Creation Creators
-
- Utilities to aid in the creation of ray tacing objects:
-
- * BOXER - Object generator for POV-Ray 1 (makes things like bathroom
- tiles and such based upon user input). (Miller, 1993)
-
- * BRANCH - Tree creator for POV-Ray 1. (Weller, 1992)
-
- * CHAIN - Generates interlocking chain links for POV-Ray 1.0.
- (Koehler, 1992)
-
- * CM - CircleMaster utility for working with quadric spheres and
- ellipsoids; writes output to POV-Ray 1.0. (Brown, 1992)
-
- * COIL - Creates coiled objects for POV-Ray 1.0. (Kirby, 1992)
-
- * COILV - Creates coiled objects for Vivid 2. (Kirby & Cox, 1992)
-
- * CTDS - Connects a series of xyz dot coordinates. Though this may
- not sound like much, this is an extremely helpful utility.
- Supports POV-Ray, Vivid and Polyray. (Brown, 1993)
-
- * FORM - All sorts of shapes can be generated with this program.
- Form files consist of both shapes and commands (like twistx and
- bend) and output may be POV-Ray 1, 2 or .plg. Interesting program,
- complementary to LPARSER. (Rowbottom, 1993)
-
- * FRACTINT - The ultimate fractals generator for DOS, X-windows
- source code, and distributed with the Linux Slackware games disks.
- Great for creating height fields, colour maps, viewing gifs or just
- creating fractals. (The Stone Soup Group, 1990-95)
-
- * FRGEN - Fractal Landscape (and other shapes too) Generator.
- Though the program supports Vivid and POV-Ray 1 & 2 directly, by
- selecting raw output you can smooth triangles out with RAW2POV to
- create nice hills and dales. (Anger, 1993)
-
- * GEODOME - Utility for generating geodesic domes. Output to
- POV-Ray 2.x format as either facets or a mesh of pipes and joints.
- IBM PC executable, with source included. (Wardley, 1994)
-
- * GFORGE - Graphical Fractal Forgery (source, DOS exe). Generates
- 16-bit heightfields for POV-Ray, using a high-quality algorithm:
- the IFFT of 1/f noise. File formats include PGM, PNG, POV TGA
- heightfield, and Matlab bin. Several parameters give you control
- over the appearance of the output, which can range from sand to
- hills to mountains. Useful also for 2D textures; the image always
- tiles perfectly. Now also supports craters. (Beale, 1995)
-
- * HFLAB - Heightfield Lab (DOS/Unix source, DOS exe). Generates and
- manipulates 16-bit heightfields for POV-Ray, using a variety of
- mathematical and procedural algorithms. Has a graphical interface
- for both DOS and X Windows. Allows the combination of two or more
- heightfields by addition, multiplication, or side-by-side joining,
- and many other operators. File formats include PGM, PNG, POV TGA
- heightfield, and Matlab 32-bit floating point. (Beale, 1996).
-
- * LEVCON - Level Connector. This takes an input image in PGM format
- and does mathematical "smoothing" on the data to generate smoothly
- varying surfaces. The input image tells LEVCON which levels are to
- stay at their given height and which ones can change, and you tell
- LEVCON how to go about connecting the fixed levels. See the classic
- image "kkteaset.jpg" at the povray.org Hall Of Fame to get an idea
- of what LEVCON can do (it made the tiles). (Kivisalo, 1995)
-
- * LEVELLER - A heightfield/terrain object modeller/editor for
- Windows 95/98/NT. Strengths are ease of use, intuitive realtime
- navigation, visualization and editing, and strong POV-Ray support.
- Demos and beta versions are free; registered versions cost below
- $40 US. Available at http://www.daylongraphics.com/products/leveller/
-
- * LPARSER - L-system creator and mutator. This program is
- particularly strong in the creation of organic looking forms. Many
- example data files are included with the program. The language of
- l-systems is not intuitive but the results can be truly stunning.
- Outputs to DXF (both R12 and 3D faces), POV-Ray 2.x, RAW and
- Renderstar VOL. A wire-frame viewer that reads .3DS, .RAW,
- Fractint .RAY, ARE-24 .POL and Lparser/Renderstar .VOL files is
- included. (Lapre, 1993)
- http://www.xs4all.nl/~ljlapre/lparser.htm
-
- * LV20POVID - Newer and more powerful than LV2POV, this program
- reads an lviewer info file and generates data files in POV-Ray
- (1 & 2.x) and Vivid formats. The program's main strength lies in
- landscape generation. (van der Mark, 1993)
-
- * TRMK - Terrain Maker (DOS) uses a triangle midpoint subdivision
- algorithm to generate a variety of GIF heightfields.
- (Jorgensen, 1995)
-
- * PLANT - Fractal plant generator. Outputs supported are POV-Ray
- (1 & 2), Polyray and CTDS (Connect the dots smoother).
- (Bryerton, 1993)
-
- * SUDS - Random positioning of lots of spheres (or other objects)
- based on a variety of selections. (Farmer, Wegner & Schwan, 1994)
-
- * TORPATCH - This program creates a rope/wire object that passes
- smoothly through supplied points out of a series of clipped tori.
- Available as DOS EXE, and Turbo Pascal or C source. Can also
- create a random tangle of wires. (Mackey & Beddes, 1996)
-
- * TWISTER - Utility that will create spirals, coils, etc., of
- blobs, cubes or sphere. IBM PC executable with source, output to
- POV 2.x format. (Wardley, 1994)
-
- ------------------------------
-
- Subject 4.4 - Texture Editors
-
- * CMAP - Interactive color map creator for POV-Ray.
- (Lutz & Kretzschmar, 1993)
-
- * TCE - The color editor for POV-Ray 1. (Farmer, 1991)
-
- * TCEV - The color editor for Vivid. (Farmer, 1991)
-
- * TEXMAKE - Early version of a utility to assist in texture
- creation in POV-Ray 2.x. (Sigler, 1993)
-
- * TXMAG - Texture Magic is an interactive, 32-bit MS-Windows based
- texture editor for POV-Ray 2.x, Assymetrix 3D F/X, and Autodesk
- 3D-Studio.
- http://private.homepages.intershop.de/rene/povray/tex_mag.html (Pultz, 1996)
-
- ------------------------------
-
- Subject 4.5 - Animation
-
- * AERO - AERO is a X-Windows based physical simulation environment
- suitable for making complex, realistic animations. Objects
- (including the camera) can be given properties like mass,
- velocity, and acceleration, constraints like springs and dampers
- can be specified between objects, and then AERO performs
- collision detection, position, and orientation calculations.
- Output is to POV-Ray 1.0 or 2.x scene files.
- (Keller, Stolz, Ziegler, Braunl, 1995)
-
- * AWKANI - AWK script to output POV-Ray animation data.
- (Farmer, 1992)
-
- * DTA - Dave's Targa Animator (DOS) converts .PNG, .TGA and many
- other single image format frames into .FLI's and .FLC's and
- back again. It can also do useful things like finding the best
- 256-color palette for a whole series of images. (Mason, 1995)
-
- * MPEG_ENCODE - MPEG_ENCODE (source distribution, also many
- executables) can take images in PPM and JPEG formats (as well
- as other formats, if a ...toppm converter exists) to produce
- a fully compliant MPEG 1 animation. It is possible to run
- the encoding on multiple processors. It is available in many
- locations (see 2 - FTP Sites, Web Sites, Mailing Lists)
- (Rowe, et al, 1995)
-
- * MPEG_PLAY - MPEG_PLAY (source distribution, also many executables)
- displays MPEG 1 encoded animations on a large variety of systems.
- (Rowe, et al, 1995)
-
- * PPP - The POV and PolyRay Preprocessor allows scene files to be
- created with conditional statements, loops, math functions,
- vector math, and more to generate one or more scene files for
- animation and complex object creation. (Wind, 1995)
-
- * PVQUAN - PVQUAN (source) is a set of tools that allow you to create
- .FLI creations on many platforms including Unix and DOS. Source
- code is provided and includes a hosts of useful functions like
- quantisation, .GIF read, display, etc.
-
- * RAYSCENE - Set of animation utilities, not raytracer specific.
- (Jarik & Hassi, 1991)
-
- * RTAG - Ray Tracing Animation Generator (not raytracer specific).
- A powerful program with its own language which supports, amongst
- other things, spline path generation. (Sherrod, 1993)
-
- * SCEDA - SCEDA is a descendant of the SCED X-Windows modeller,
- with enhancements to allow generation of multiple scene files
- for an animation. (See also 3 - Modelling Software)
- (McLaughlin & Chenney, 1996)
-
- * SP - Spline paths for animations. Many output formats (POV-Ray,
- Vivid, Polyray, 3DV, Wire 3D) and acceleration and deceleration
- are supported as well. (Mason, 1992)
-
- * ZOOM - Interpolates steps between two positions for POV-Ray 1.0.
- (Brown, 1993)
-
- ------------------------------
-
- Subject 4.6 - Miscellaneous Utilities
-
- * POVMODE.EL - Emacs mode to handle POV-Ray syntax. Available at:
- http://www.acc.umu.se/~woormie/povray/index.html
-
- ------------------------------
-
- Subject: 5 - Further Information and Resources
-
- ------------------------------
-
- Subject 5.1 - On-line Resources
-
- * FAQs
- All of the FAQs in the USENET heirarchy that are posted to the
- news.answers newsgroup (as all FAQs should be) are archived at:
- ftp://rtfm.mit.edu/pub/usenet/news.answers/
-
- They are also converted to HTML format and made available at:
- http://www.cis.ohio-state.edu/hypertext/faq/bngusenet/top.html
-
- The POV-Ray specific FAQ as available at:
- http://www.students.tut.fi/~warp/povVFAQ/
-
- For those people that are interested in learning about the internal
- workings of a ray tracer, you should take a look at the newsgroup
- comp.graphics.algorithms Frequently Asked Questions (FAQ). This
- document describes rotations, intersections, texture mapping, etc.
-
- * Ray Tracing News
- Eric Haines <erich@acm.org> has put together a phenomenal amount of
- information on ray tracing. This he combines into his Ray Tracing
- News (RTNews). They are a wealth of information and contain
- articles, sofware reviews and comparisons, book reviews and lists
- of everything and anything to do with ray tracing. They are
- available from many sites in text and/or HTML format; the master
- site is:
- http://www.acm.org/tog/resources/RTNews/html/
-
- * Ray Tracing Bibliogaphies
- In addidtion to the Ray Tracing News, Eric Haines also maintains an
- up-to-date bibliography of papers relating to ray tracing:
- http://www.acm.org/tog/resources/bib/
-
- Rick Speer <speer@crl.com> has also done a lot of work in bringing
- together articles on ray tracing. He maintains a cross-indexed ray
- tracing bibliography of over 500 articles from 1968 to 1991.
- These include papers from Siggraph, Graphics Interface,
- Eurographics, CG International and Ausgraph proceedings. All
- citations are keyworded and cross-indices are supplied by author
- and keyword.
-
- The bibliography is in the form of a 41 page postscript file which
- is held at many ftp sites as "speer.raytrace.bib.ps.Z":
- ftp://nic.funet.fi/pub/sci/papers/graphics/
-
- * Ray Tracing Abstracts
- Tom Wilson <wilson@cs.ucf.edu> has collected over 300 abstracts
- from ray tracing related papers and books. The collections is
- available as plain ascii, with Latex and troff formatting programs
- included. It is available as "rtabs.*" from many sites.
- http://www.acm.org/tog/resources/bib/
-
- * Graphics Resources List
- The Graphics Resources List contains a wealth of information on all
- sorts of computer graphics and visualization information. It has
- info on mailing lists, plotting packages, ray tracers, other
- rendering methods, etc. It is available on comp.graphics,
- comp.answers or archived at various sites. The official archive is
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part1
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part2
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part3
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part4
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part5
- ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part6
-
- * Paper Bank Project
- Juhana Kouhia <jk87377@cs.tut.fi> has collected together various
- technical papers in electronic form. Contact him for more
- information.
-
- * Global Illumination Compendium
- Phili Dutres effort to bring together most of the useful formulas and
- equations for global illumination algorithms in computer graphics.
- http://www.graphics.cornell.edu/~phil/GI/
-
- ------------------------------
-
- Subject 5.2 - Other Newsgroups
-
- Other newsgroups that may be of interest to you are listed below.
-
- - comp.graphics.algorithms
- - comp.graphics.animation
- - comp.graphics.apps.alias
- - comp.graphics.apps.lightwave
- - comp.graphics.apps.softimage
- - comp.graphics.apps.wavefront
- - comp.graphics.misc
- - comp.graphics.packages.3dstudio
- - comp.graphics.rendering.misc
- - comp.graphics.rendering.renderman
- - comp.graphics.visualization
-
- ------------------------------
-
- Subject 5.3 - Books
-
- Title: Ray Tracing Creations
- Authors: Drew Wells and Chris Young
- Publisher: The Waite Group
- Year: 1993
- ISBN: 1-878739-27-1
-
- This book has been written by Drew Wells and Chris Young, two of the
- original developers of POV-Ray, as a user and reference manual for
- POV-Ray. Coming in at 573 pages, it's an excellent publication with
- literally hundreds of stunning colour and monochrome pictures. The
- only drawback with the book is that it deals with POV-Ray version 1.0
- which is dated now that version 3.0 is out, but it is still a very
- worthwhile investment for any POV-Ray user.
-
-
- Title: Ray Tracing Worlds with POV-Ray
- Authors: Alexander Enzmann, Lutz Kretzschmar, and Chris Young
- Publisher: The Waite Group
- Year: 1994
- ISBN: 1-878739-64-6
-
- Raytracing Worlds with POV-Ray is written with the intermediate to
- advanced POV-Ray user in mind. This book comes with POV-Ray 2.2,
- Moray, and several additional tools for MS-DOS on diskette. It
- assumes you have a basic knowledge of POV-Ray, which you can easily
- get by reading the POV-Ray documentation. An review of the book is
- available at:
- http://www.povray.org/povzine/povzine1/raytrace.html
-
-
- Title: Adventures in Ray Tracing
- Author: Alfonso Hermida
- Publisher: Que Corp.
- Year: 1993
- ISBN: 1-56529-555-2
-
- This book looks at Alexander Enzmann's ray tracer, Polyray
- (see 1 - Ray Tracing Software), and the author's own modelling system,
- POVCAD which runs under MS Windows. The two work well together. The
- content of the book is good and, as in the previous book, there are
- many excellent illustrations and pictures.
-
- There are a few errors in the book, but Alfonso has produced an
- errata list which is available from:
- ftp://wuarchive.wustl.edu/graphics/graphics/books/erratas/
-
-
- Title: Photorealism and Ray Tracing in C
- Authors: Christopher Watkins, Stephen Coy, Mark Finlay
- Publisher: M&T Books
- Year: 1992
- ISBN: 1-55851-247-0
-
- Provided with this book is source code for a ray tracer called Bob
- which is a subset of Stephen Coy's full-blown ray tracer, Vivid
- (see 1 - Ray Tracing Software).
-
-
- Title: Making Movies on Your PC
- Authors: David K. Mason and Alexander Enzmann
- Publisher: The Waite Group
- Year: 1993
- ISBN: 1-878739-41-7
-
- Focusing on animation, this book is by David K. Mason, author of many
- utilities including DTA - Dave's Targa Animator, and Alexander
- Enzmann, author of Polyray. These tools, and others, are used to show
- how animations can be created on a PC. It's a 210 page book that is
- laid out well with ample illustrations.
-
-
- Title: An Introduction to Ray Tracing
- Authors: Andrew Glassner (ed)
- Publisher: Academic Press
- Year: 1989
- ISBN: 1-12-286160-4
-
- An Introduction to Ray Tracing has its main focus on the programming
- techniques, implementation, and theoretical concepts in writing a ray
- tracer. It has been described as one of the two required books for
- ray tracing programmers (the other being Object-Oriented Ray Tracing
- in C++ by Nicholas Wilt) . It contains chapters from many of the
- pioneers of ray tracing. Eratta is available at:
- http://wuarchive.wustl.edu/graphics/graphics/books/erratas/IntroToRT
-
-
- Title: Graphics Gems
- Author: Andrew Glassner (ed)
- Publisher: Academic Press
- Year: 1990
- ISBN: 0122861663
-
- Graphics Gems is a series of technical books devoted to computer
- graphics algorithms, with editors from the who's-who of computer
- graphics. While not specific to ray tracing, these books do contain
- a lot of optimized ray tracing algorithms and code. The books are
- very worthwhile to get if you are a graphics programmer (great covers
- too)! You can get the source code examples for all volumes at:
- http://www.acm.org/tog/GraphicsGems/
-
- Title: Object-Oriented Ray Tracing in C++
- Author: Nicholas Wilt
- Publisher: John Wiley & Sons
- Year: 1993
- ISBN: 0471-304-158
-
- This book takes the reader through many issues involved with the
- development of a ray tracer in C++. The last section of the book
- deals with OORT, a class library for ray tracing. It does not
- implement any input language or user interface but uses C++ calls to
- the library. This is intuitive, due to the nature of C++, and
- extremely powerful as all the normal constructs of C/C++ such as
- loops, conditionals, etc., are available.
-
- It's definately a programmer's book and some knowledge of graphics
- programming is assumed. Because of this, the nature of the book is
- quite technical and can be hard going. Eric Haines sums it up well:
-
- ------------------------------
-
- Subject 5.4 - Image Libraries
-
- The POV-Ray home site has a good collection of ray traced images.
- The site maintains a "Hall of Fame" for outstanding images created
- with POV-Ray:
- ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/
- http://www.povray.org/hof/
-
- The Rayshade home page also has an amazing collection of images made
- with this renderer and some custom additions at:
- http://www-graphics.stanford.edu/~cek/rayshade/gallery/gallery.html
-
- ------------------------------
-
- Subject 5.5 - Texture Libraries
-
- There are a couple of initiatives under way to create a database of
- POV-Ray textures. People who have any textures at all from POV-Ray
- are encouraged to send textures to the maintainers of the archives
- so that everyone can benefit from the time you spent on creating the
- textures. A searchable index maintained by Rene Schwietzke is
- available at:
- http://texlib.povray.org/
-
- There is a library of building related textures (bricks, stone, etc),
- for use as image maps at:
- ftp://wuarchive.wustl.edu/packages/architec/Textures/
-
- Other Resources
- http://www.elektrobar.com/lux/textures.html
- http://gasa.dcea.fct.unl.pt/carita/textures.html
- http://www.sai.msu.su/~megera/textures/aindex.html
-
-
- ------------------------------
-
- Subject 5.6 - Internet Ray Tracing Competition
-
- Starting in November 1994, Matt Kruse started a raytracing
- competition for the readers of c.g.r.r, and the internet in general.
- What started out small grew into a great forum for incredible
- raytraced images on the net. Open to all artists using raytracing as
- their medium, the competition attracted artists of all skill levels,
- but more importantly served as a showcase of what is possible, and
- allowed everyone to learn a few tricks and techniques. Winners
- invariably pushed the envelope of what people thought possible, and
- winning was important as much for the admiration of the other artists
- as it was for the prizes.
-
- Because of its popularity, Matt could not keep up with the work
- needed to run the competition to his satisfaction, and the contest
- closed one year after it started. Fortunately, a new group of
- people, Bill Marrs, Chip Richards, and Michael J Hammel, collectively
- known as the IRTC Admin Team, have picked up the flame with the
- blessing of Matt, and the new Internet Ray Tracing Competition has
- begun. You can find out more about the competition, and see the
- images as each competition finishes at:
- http://www.irtc.org/ [204.140.166.85]
- ftp://ftp.irtc.org/ [204.140.166.85]
- ftp://ftp.lorax.ml.org/pub/irtc/ [128.2.97.15]
- http://38.153.3.18/IRTC/
- ftp://38.153.3.18/IRTC/
-
- This competition is something to look forward to every other
- month as the pictures become available for viewing. There have been
- spectacular images for the first year of competitions. The complete
- set of submitted images, as well as many of the source files are now
- available on CD-ROM. See http://www.aussie.org/products/ for more
- details.
-
- ------------------------------
-
- Subject: 6 - Frequently Asked Questions
-
- Now that you've been blasted with lists of FTP sites, utilitites,
- software, books, etc., etc., the only questions you could possibly have
- left to ask are those that...erm...aren't about FTP sites, utilities,
- software or books, I suppose. So this section attempts to answer all
- the other questions that don't fit in above.
-
- ------------------------------
-
- Subject 6.1 - "Can I post binaries/images to this group?"
-
- In a word, NO. The group is part of the comp.graphics hierarchy
- which should be, and is, strictly non-binary. The reason for this is
- that uuencoded binaries tend to be very large. By restricting binary
- postings to the comp.binaries and alt.binaries hierachies, those
- sites who do not want to carry large volume groups can easily ignore
- anything under these two streams.
-
- Remember that most sites pay to transfer and store news and if they
- find that comp.graphics.rendering.raytracing is getting too
- expensive, they can just stop carrying it. That is their right and
- priviledge. Also remember that many individuals download this group
- via modems and pay for every byte. They tend to get a bit annoyed
- when they have to fork out lots of money to download stuff they might
- not even want.
-
- But what if you're really desperate to share with us your latest ray
- tracing you've done depicting a mutant star camel exploding in a
- super nova while naked dancers melt into a checkered floor? (The
- checkered floor always turns up sooner or later). Great! I'm sure
- we'd love to see it, you should post it to
- news:alt.binaries.comp-graphics or news:alt.binaries.pictures.misc.
-
- If you're posting it (obviously not to c.g.r.r), you should remember
- to uuencode it and split it into small (less than 64k) parts. Make
- sure to use an informative title like:
-
- RAY TRACING: MUTANT.GIF: mutant star camel scene, part 1 of 6
-
- and include a text posting (part 0 of n) that describes the picture,
- states what format it's in (.gif, .jpg, etc.), what size it is, how
- many colours, and anything else you want to mention. The more you
- put, the better.
-
- You can then post to news:comp.graphics.rendering.raytracing, along
- with a few lines saying "I've just posted this image to
- alt.binaries.pictures.misc". By the way, ray tracing pictures
- generally get a good response over in a.b.p.m and you'll often see
- request for them in news:alt.binaries.pictures.d (discussion group).
-
- The other alternative is to upload the picture or utility to an ftp
- site and use comp.graphics.rendering.raytracing to announce it in
- the same way.
-
- ------------------------------
-
- Subject 6.2 - "Where can I find model data for..."
-
- The former Avalon site has been closed down, and the Avalon model
- site has been moved to Viewpoint, a commercial model vendor, as of
- 07/95. It is the promise of Viewpoint that the Avalon data remain
- freely available to all. Avalon is now located at:
- ftp://avalon.viewpoint.com/avalon/ or
- http://www.viewpoint.com/avalon.html or
- ftp://ftp.povray.org/pub/mirrors/avalon/ is a mirror.
-
- Avalon is probably the best site you'll find for free 3D model data.
- However, the home page at Viewpoint also has pointers to their free
- and commercial models if you can't find what you need at Avalon.
- Another commercial model vendor on the net is MeshMart at:
- http://cedar.cic.net/~rtilmann/mm/
-
- (See also 2 - FTP Sites, Web Sites, Mailing Lists)
-
- ------------------------------
-
- Subject 6.3 - "How can I view these pictures?"
-
- If you're using Unix, you can use XV which is available as a source
- distribution from many sites, or ImageMagick, again available on many
- sites. It should be noted that XV v3.00, which is installed at some
- sites, does not display TGA files, although XV v3.10 and ImageMagick
- do.
-
- If XV and/or ImageMagick do not support a particular image format you
- have, it probably doesn't actually exist :-). However, if you need
- to handle large numbers of images in batch form, or if you don't have
- an X windows display and you want to manipulate images (but not
- necessarily view them), chances are that the netpbm package is what
- you need. Netpbm is a command line utility, and can converting
- images from practically any format to any other, but it does not
- display the images themselves.
-
- If you're on a PC and using DOS, you'll probably want to get one of
- the myriad of image display programs, such as QPV or PICLAB to do
- the displaying. For MS-Windows users, lview seems to be a popular
- display/editing program, and for OS/2 there is PMJpeg. There are
- kegs-o-megs of PC image viewers at most ftp sites, so take your time
- and find one you like that has the features you need.
-
- These packages are available in countless locations on the Internet
- (see 4 - Utilities and Other Software).
-
- ------------------------------
-
- Subject 6.4 - "What's the difference between rendering and ray tracing?"
-
- Ray tracing *is* rendering. Rendering is the term which refers to
- the act of "painting" a digital image from some stored data. There
- are many different methods of rendering, such as ray tracing, radiosity,
- z-buffer, painter's algorithm, etc. Each method has its own merits,
- usually a trade-off between speed and quality or capabilities.
-
- ------------------------------
-
- Subject 6.5 - "This picture doesn't trace."
-
- I know it might sound a bit obvious, but have you read the error
- message and tried to understand it? Did you look in the manual?
- Still nothing? I know I sound cynical, but it's not uncommon for
- people to have something go wrong and then post straight to the 'net
- without even *trying* to figure out what went wrong. A little
- patience and thought will solve the problem a lot quicker.
-
- Here's some common problems:
-
- * POV-Ray versions
- A lot of people get fooled when trying to trace old POV-Ray code
- with a new version. Use the -MV1.0 option or use #version in the
- code to get the parser to treat it as old code. You may find that
- you have to change any references to "shapes.inc" to "shapes.old".
-
- The POV-Ray docs can help you out here. What do you mean "I have't
- read the docs"? Go read them.
-
- * Include files
- Have you checked that you've #included any include files that your
- scene requires? Include files tend to define colours, textures or
- objects that your scene may use. Make sure you've told the ray
- tracer where to look for include files. For example, POV-Ray uses
- the -L option to specify the directory where include files are, eg.
-
- -L/home/adilger/povray/include
-
- The POV-Ray docs can help you out here. What do you mean "I
- haven't read the docs"? Go read them.
-
- ------------------------------
-
- Subject 6.6 - "I traced my picture, but I can't see anything."
-
- If the picture is totally dark, there are a few things you can check:
-
- * Have you added any light sources?
-
- * Are the light sources blocked by anything? (This is a favourite of
- Andy's - he puts in a large sphere for the sky and then adds or
- moves lights *outside* the sky sphere. Where did the lights go?)
-
- * Where are you looking? Is your camera inside an object (oops)?
-
- * Have you applied textures to your objects. If you haven't, you
- might find that your ray tracer defaults your object to be black.
-
- Have you actually put anything into the picture? This isn't as silly
- as it sounds. If you #declare on object (POV-Ray, again) like this:
-
- #declare my_object=
- union {
- sphere { <0, 0, 0> 1 }
- cylinder { <-2, 0, 0> <2, 0, 0> 0.5 }
- }
-
- Then you have just told the ray tracer that when you refer to
- "my_object", you actually mean a union of a sphere and a cylinder as
- shown. To use the object, you must explicitly put it in:
-
- object { my_object }
-
- ------------------------------
-
- Subject 6.7 - "I traced my picture, but the output is garbage."
-
- Did you specify the correct output file format? Most ray tracers
- have several options for output file formats. If you haven't
- explicitly specified the output format, there's a good chance it's
- not what you want it to be. Also note that using a file name with an
- extension (like .TGA) does not necessarily mean this is the format of
- image. This is a common mistake with POV-Ray 2.2 for Unix which uses
- an obscure output format by default. Similarly, if you don't compile
- in the URT support for Rayshade, you will get MTV format output files.
- What is MTV you ask? It's one of the very first freeware ray tracers,
- written by Mark Terrence VandeWettering, now with Pixar.
-
- Some image display programs use the file extension to determine the
- file contents, so if you call the file output.tga, and it's actually
- a PNG image, your display program may complain that the TGA file is
- corrupted. This is especially a problem with TGA files, since they
- do not start with a "magic number", and this makes file identification
- difficult.
-
- ------------------------------
-
- Subject 6.8 - "What does this mean..."
-
- Some ray tracing and related terms you might come across:
-
- * CSG (Constructive Solid Geometry) - A term describing ways in which
- you can build up complex shapes from simple primitives like cubes,
- speres, and cylinders. By combining the primitives in different
- ways, namely adding them together (union), taking one away from the
- other (difference) or getting the part where they intersect
- (intersection) you can make small building blocks, which can in
- turn be used to make more complex CSG objects.
-
- * Height Field - A height field can be thought of as a 3 dimensional
- bar graph. It is a grid of data where the value at any point
- corresponds to the "altitude" of that point. Height fields are
- typically stored as grayscale images with the lighter areas being
- higher, and the darker areas lower. Heightfields are usually used
- to create natural looking terrain, such as mountains, hills, and
- craters, but they can be used anywhere that you need to extrude a
- shape (eg a prism, text, or an embossed pattern). You can get
- software that will convert actual altitude data into a heightfield
- image (DEM2POV), software that will create realistic heightfields
- mathematically (HF-Lab, Terrain Maker, Vista Pro, Fractint), or
- software to create raised patterns (Level Connector).
-
- * Radiosity - Most ray tracers use an empirical lighting model - that
- is the parameters specified for lights and objects do not really
- correspond to physical properties, but are selected to make things
- look good. Radiosity calculates the reflections and lighting
- between all objects in the scene, and gives a more realistic
- rendering of the scene. This method is very good at representing
- the diffuse lighting in a scene, while ray tracing is better at
- handling the reflection. In some renderers, both techniques are
- used to give spectacular results. Needless to say, radiosity is
- even more computationally complex than ray tracing.
-
- ------------------------------
-
- Subject 6.9 - "Rotating/scaling this object doesn't work properly."
-
- With most ray tracers, rotating on object in a given direction
- rotates it around the axis *not* around its own centre. If your
- object is centred on the X axis and you rotate it in the X direction,
- it will spin. However, if it is some distance from the axis and you
- rotate it, it will "orbit" the X axis, tracing a circle with a radius
- equal to the distance of the object from the axis.
-
- Confused? Think of the Earth spinning on it's axis. It doesn't go
- anywhere because it is centred on its axis (ignoring rotation around
- the Sun). The moon, however is some distance from the Earth's axis
- and as it rotates around that axis, it travels through space,
- orbiting the Earth.
-
- To work out which way something will move, you need to know if your
- ray tracer uses a left or a right handed co-ordinate system.
- POV-Ray, for example, uses a left handed system. To work out which
- way an object will turn, point your thumb in the positive direction
- of the axis you're rotating in and the way you fingers curl indicate
- the direction of positive rotation. The hand you use to do this
- depends on your ray tracer; left-handed, use left hand, right handed,
- use right hand.
-
- The same thing goes for scaling. If your object is already some
- distance away from the origin, that distance will also get scaled.
- For example, if you have a sphere 2 units away from the origin, with
- a radius of 1 and you scale it by 2, the radius will now be 2 *and*
- the distance from the origin will be 4.
-
- ------------------------------
-
- Subject 6.10 - "Why is the Z axis is pointing the wrong way?"
-
- A common complaint in c.g.r.r is why POV (or other computer graphic
- program) has the Z axis pointing in the "wrong" direction. What's
- wrong with the people who make this software? Didn't they take
- elementary geometry?
-
- The truth is, what is the right co-ordinate system in computer
- graphics, depends on where you started out. Engineering and mathematics
- people use a right-handed co-ordinate system. The X and Y axes form a
- horizontal plane, with X increasing to the right and Y increasing
- "upwards". When we have a Z axis, it is usually considered the
- "height" or "altitude" axis, and it would be coming out of the page
- of a 2D graph.
-
- The origins of computer graphics was in 2D, shown on a monitor, with
- the same X and Y axes (X positive to the right and the Y positive
- upwards). When 3D was added in, the Z axis was used as the "depth"
- into the monitor, since one was only interested in items "in front"
- of the user, and not those behind where they couldn't be seen. Since
- it was easiest to only store positive numbers for the Z value, the Z
- axis is positive away from the viewer. This is a left-handed
- co-ordinate system.
-
- Because of the way the graphics appear on the monitor, it is often
- easiest to consider that Y is the vertical axis, since it is consistent
- for both 2D and 3D graphics. As for which one is better - you decide.
- However, don't complain about software which uses the one that you
- don't like, since you can always go ahead and write your own software...
-
- ------------------------------
-
- Subject 6.11 - "Which 3D accelerator card will speed up raytracing best?"
-
- The answer to this question is generally "None". Commercial 3D cards
- accelerate the transformation of 3D polygons, shading, z-buffering,
- rasterizing, and related functions. These are all related to scan-line
- rendering, but are not really as useful for ray tracing. It's not
- because 3D cards are new, and it's not because people who write ray
- tracers don't know about these cards, but because these cards are simply
- not useful for speeding up ray tracing.
-
- ------------------------------
-
- Subject 6.12 - "Who is..."
-
- This section looks at some of the ray tracing artists and people who
- are particularly well known for their work, be it images or software.
- The list is in strict alphabetical order as I don't fancy the task of
- trying be subjective about who's pictures are better than who's.
-
- A VERY IMPORTANT POINT: A lot of these people have to pay for their
- Email and 'net access. DO NOT send them large images or other posts
- without checking with them first. Certain members of the POV team
- have recently had some pretty hideous costs (like $30 for 1 mail
- item) because of this. (Was that OK, Dan?)
-
- * Truman Brown
- Truman Brown <71477.221@compuserve.com> is particularly well known
- for his "woild" series of images. He is a self-confessed "Obsessed
- Programmer / Trace-aholic" and has written a range of very useful
- utilities, including Connect The Dots Smoother (CTDS), Circle
- Master (CM) and its companion, HYPE.
-
- He has an understanding wife but his kids wish he didn't hog the PC
- so much. His utilities are available from most FTP sites and you
- can check out some of his images at:
- ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/
- http://www.povray.org/hof/
-
- * Dan Farmer
- One of the original POV-Ray development team, Dan Farmer has
- created a large portion of the POV-Ray demo scenes, as well as
- other amazing images including the stunning "frosty.gif". Dan
- explains how he did it:
-
- "The image was done in POV-Ray. It's really quite simple. The face
- is a freely available dataset produced by Mira Imaging... I'm sure
- it exists on the net somewhere. The fractal shape is done with
- Fractint, using the 16 bit continuous potential features. It's an
- inverted Mandelbrot set. The silver texture is Silver1 in
- textures.inc. The sky is the usual bozo, but it's mapped onto a
- plane, not a sphere. Floor is an imagemapped plane. That's all
- there is to it!"
-
- Frosty's at ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/frosty.gif
- The Mira dataset ftp://ftp.povray.org/pub/povray/scenes/mirpov.zip
-
- Unfortunately, Dan rarely releases his source code any more due to
- certain unscrupulous sorts using his images for commercial purposes
- without payment or even permission. Luckily, he has made the scene
- file for this image available on the POV-Ray CD-ROM which is also
- available online (see 1 - Ray Tracing Software).
-
- Dan has taken a leave of absence from the POV Team because he wants
- to spend more time with his real life than answering questions. He
- asks that people not contact him with questions about POV-Ray.
-
- * Eric Haines
- Eric A. Haines <erich@eye.com> has probably done as much as anyone
- to make ray tracing as understandable and accessible as it
- currently is. His many, many hours compiling the Ray Tracing News
- helped lots of people understand and develop ray tracing software,
- as well as serve as a forum for discussion between those interested
- in the art. (See 5 - Further Information and Resources).
-
- * Mike Miller
- If you ever need inspiration to see what can be done using POV-Ray,
- a piece of graph paper and a pencil, then look at some of Mike
- Miller's <70353.100@compuserve.com> images. His pictures never
- fail to impress and he has undoubtedly produced some of the best
- pictures ever created with POV-Ray. Mike created many of the demo
- scenes that come with POV-Ray and he is responsible for the
- excellent textures in "stones.inc".
-
- The cover story of the January 1994 IEEE Computer Graphics and
- Applications is entitled "Mike Miller's Many Hats" and looks at his
- work and includes many of his pictures.
-
- You can find his images and scene files on many sites. A good one
- to start with is ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/ or
- ftp://ftp.povray.org/pub/povray/images/.
-
- Particular ones to look out for are benz9.jpg (model of a 1928
- Mercedes Benz), camera.jpg, bug1.gif, etc., etc., the list goes on.
-
- * Ken Musgrave
- Ken Musgrave <musgrave@siggraph.org> was called "the first true
- fractal-based artist" by Benoit Mandelbrot, the father of fractals.
- His work shows the artistic side of what can be done with
- mathematics and inspiration. Many have seen his image "Blessed
- State" inside the cover of "Computer Graphics, Principles and
- Practice" by Foley & van Dam, the authoratative computer graphics
- book. He has an excellent exhibit of his works available on the
- WWW at:
-
- http://www.wizardnet.com/musgrave/
-
- Ken is currently applying his skills to creating an entire world
- model with algorithmic principles. This project is named
- Slartibartfast, after the designer of worlds in the "Hitchiker's
- Guide to the Galaxy" series.
-
- ------------------------------
-
- Subject: 7 - Roll the Credits
-
- Special thanks go to Eric Haines <erich@eye.com> for his help and the
- wealth of information he has provided both directly and in Ray Tracing
- News, FTP lists, etc.
-
- Thanks also to all those people who maintain other lists,
- bibliographies, FTP sites, or have provided me with specific
- information, told me where to look, produced mini-faqs (thanks John) or
- have just posted answers to the group:
-
- John Beale <beale@leland.Stanford.edu>
- Nick Fotis <nfotis@theseas.ntua.gr>
- Jim Grimes <jimg@bongo.jpl.nasa.gov>
- Ian Grimstead <I.J.Grimstead@cm.cf.ac.uk>
- Eric Haines <erich@acm.org>
- Laszlo Herczeg <las@light-house@whome.planix.com>
- Chris W. Morris <chris@cstone.net>
- Frank Neumann <Frank.Neumann@arbi.informatik.uni-oldenburg.de>
- Bjorn-Kare Nilssen <bjoernk@oslonett.no>
- George Kyriazis <kyriazis@mistral.esd.sgi.com>
- Daniel Palermo <palermo@crhc.uiuc.edu>
- Harry Rowe <Harry.Rowe@wedowind.meaddata.com>
- Heinz Schuller <heinzs@delphi.com>
- Rick Speer <speer@crl.com>
- Greg Ward <greg@pink.lbl.gov>
- Andy Wardley <abw@peritas.demon.co.uk>
- Oliver Weyand <chbrin3@nyx.uni-konstanz.de>
- Marius Watz <mariusw@ifi.uio.no>
-
- Finally, some king-size thanks to all those people out there who have
- developed, and continue to do so, all the ray tracing software and
- utilities that keep us so occupied. Wives, girlfriends and children
- may disagree on this point, but thanks anyway.
-
- Special awards in this category go to Dan Farmer
- <70703.1632@compuserve.com> who wins the Award for "Not-Only-Doing-All-
- His-POV-Team-Stuff-But-Also-Answering-Lots-of-Questions-And-Being-An-
- All-Round-Mr.-Nice-Guy", and Chris Cason <Chris.Cason@povray.org> who
- gets the coveted "Also-Does-His-POV-Bit-Especially-Being-Admin-of-the-
- POV-Site-And-Answering-Questions-As-Well-And-Making-the-POV-CD-Too-And-
- Now-Also-The-Creator-Of-WinPOV-To-Boot".
-
- Sorry if I've forgotten anyone. Thanks anyway.
-
- ------------------------------
-
- Subject: Epilogue
-
- You may have noticed one or two gaps in the FAQ or spotted a glaring
- error, or just thought of something that I really should have
- mentioned. If that's the case and you can provide some info or
- corrections, then let me know and sort it out.
-
- Well here you are at the end of the document, and your trace is still
- only half done. You've probably got time to walk the dog before it's
- finished...
-
- Happy Tracing.
-
-