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-
- "Light Makes Right"
-
- July 14, 1994
- Volume 7, Number 4
-
- Compiled by Eric Haines, 3D/Eye Inc, 1050 Craft Road, Ithaca, NY 14850
- erich@eye.com
- All contents are copyright (c) 1994 by the individual authors
- Archive locations: anonymous FTP at princeton.edu (128.112.128.1)
- /pub/Graphics/RTNews, wuarchive.wustl.edu:/graphics/graphics/RTNews,
- and many others.
-
- Contents:
- Introduction and Announcement
- Call For Participation: POV Ray Tracing CD ROM, by Christopher Cason
- Tracers and Tracings #1, by Tom Hoover
- Review of Tracers and Tracings CD ROM, by Eric Haines
- Ray Tracer Comparison, by Amanda L. Osborne
- Blob Sculptor, by Alfonso Hermida
- Book Announcements, and Modeler vs. Scripting Language, by Mitch Waite
- A Quick Writeup of Ray Tracing for the Macintosh CD, from notes by
- Eduard Schwan
- Ray Tracing Roundup
- POV-Help, by Chris Cason
- Lenticular 3D, by Keith Rule
- POV Official News, Issue #1, POV Team
- A Quick Explanation of Radiosity Computation vs. Output, by
- Steve Hollasch
- A Grand Unified Modeller (GUM), by Lex van der Sluijs
- New (at least to me) Bulletin Boards, collected by Eric Haines
- GemCAD Review, by Greg Prior
- A Summary of the Reyes Algorithm, by Steve Demlow
- Version 1.7 of Polyray Available, by Alexander Enzmann
- Use of External Program Calling for Polyray, by Alexander Enzmann
- POV-Ray Legal Stipulations Correction, by Dan Farmer
- 3D Graphics Book List, by Brian Hook
-
- -------------------------------------------------------------------------------
-
- Introduction
-
- Before we get started, an announcement:
-
- A POV-Team member, Christopher Cason <cjcason@yarrow.wt.uwa.edu.au> is setting
- up a new POV FTP site in the USA to take some of the load off the USA<->AU
- link. The POV site at ftp.uwa can sometimes handle over 1500 POV-related
- downloads a day.
-
- At this stage, Chris has a site available but has *no nameserver* for the MX.
- If there is a stable, well-connected site out there that satisfies INTERNIC
- requirements for nameserving for a USA-based MX record, and would like to
- volunteer, please contact Chris.
-
- Nameserving requires virtually no work or hard disk space.
-
- ----
-
- Chris has tried a number of people on the FTP list, so far with no luck, so
- don't expect someone else to volunteer. Note that Chris has got an FTP site
- in the US, but needs a nameserver - you're NOT mirroring his site and the task
- needs a minimal amount of time; it sounds like an easy way to be a hero. So
- if you have any say about your FTP site, please do volunteer.
-
-
- This is something of a hobbyist issue, focussing on resources which are for
- either users of rendering packages or for beginning/intermediate level
- graphics programmers. In this issue we have another fine article by Amanda
- Osborne giving her impressions of the various public domain and shareware ray
- tracers out there. There's also, oh... just read the issue and find out!
- This (like RTNv7n3) is a catch-up issue: some late breaking news is in here,
- but mostly I'm still caught in a backlog.
-
- One bit of errata about RTNv7n3: Francois Sillion & Claude Puech's book on
- Radiosity will be out in time for SIGGRAPH (subscribers' issues were
- incorrect).
-
- To end the intro, here's a tidbit that fits nowhere else (from Keith Higgs
- <dhiggs@magnus.acs.ohio-state.edu>):
-
- I know a guy who runs PoV 1.0 on an old 386SX16 and just locks the keyboard
- after starting a finished quality image at 640*480. He's run images which
- took up to 21 WEEKS to render. I keep telling him he's got to upgrade. :)
-
- I believe this is a realtime record - has anyone done better (or should I say
- worse)?
-
- -------------------------------------------------------------------------------
-
- Call For Participation: POV Ray Tracing CD ROM, by Christopher Cason
- <cjcason@yarrow.wt.uwa.edu.au>
-
- I'm doing up a POV CD-ROM, which will be produced and distributed by Walnut
- Creek. My intention is to have Pov 1.0, 2.2, all official binaries, DJGCC and
- GCC's for various platforms (especially Unix) to allow out-of-the-box
- compiles, and as many unofficial compiles as possible. I will also include a
- good number of scenes, textures, 3D objects, etc. I want to include any
- interesting theses, technical documents, articles, as well as anything
- remotely useful. More of a 'get your hands dirty'-type of disk than one with
- lots of pretty pictures (though I'll have a decent number of them, too...).
-
- Please do send or upload (to ftp.uwa.edu.au) any contributions. I'm
- particularly looking for utilities, scene files and animations, as long as
- they're done with POV.
-
- As important, please send in your suggestions. Obviously, I want to put on
- the CD what people *want*.
-
- I'm also looking for a stunning tracing for the poster that will be used to
- advertise the CD.
-
- We may even issue a Mac version of the CD. [when I recently announced that
- the Mac files were up at ftp.uwa, the logs showed over 1000 downloads of files
- from the Mac directory in 24 hours ... and there's only about 7 files there.]
-
- [There is a CD ROM about ray tracing already out, see the next articles. It
- is focussed on PC related software, images, and hobbyist material, where
- Chris' is more programmer/designer oriented and more platform independent.
- -EAH]
-
- -------------------------------------------------------------------------------
-
- Tracers and Tracings #1, by Tom Hoover (thoover@infi.net)
-
- [Note that this CD ROM is online at the Tackle Box BBS, which is described
- elsewhere in this issue. -EAH]
-
- A CDROM OF RAYTRACING PROGRAMS AND IMAGES HAS BEEN RELEASED!
-
- Tracers and Tracings #1, a collection of public domain and shareware programs
- for raytracing has been released by the Information Guild. The disk contains
- over 850 images created with raytracers and over 180 computer generated
- animations in addition to over 400 programs for creating your own original
- raytraced images and animations. The total data content of TRACERS AND
- TRACING #1 is 489 megabytes.
-
- The ROM is organized in the style of a shareware collection, with a simple
- program for extracting the data from the CDROM to your hard drive. The disk
- is FULLY indexed with descriptions for each file in the collection.
-
- The retail price is US$30.00 + shipping. Distributors and resellers are
- encouraged to contact The Information Guild for quantity discount pricing.
- Orders are currently being taken on a cash or money order basis. COD shipping
- is available for an extra fee. Checks are acceptable for prepayment, but
- require a 10 day shipping delay.
-
- Shipping is $3.00 in the US, $5.00 elsewhere.
-
- The Information Guild
- 4962 Country Club Road
- Troutville, Virginia 24175
-
- Contact: Tom Hoover
- Phone: (703) 992-1645
- Email: thoover@infoguild.com
-
- -------------------------------------------------------------------------------
-
- Review of Tracers and Tracings CD ROM, by Eric Haines
-
- If you're interested in ray tracing, get this disk. It'll save you hours of
- searching and downloading, you'll free up disk space since you'll know the
- various resources are immediately available, and in general it's A Good Thing.
-
- I've navigated the directory tree a fair bit and this disk has a lot. It's
- aimed for the PC, and has executables for most of the major ray tracers on it,
- including POV 2.2, PolyRay 1.7, Vivid, Rayshade and Radiance (about the only
- one missing is RTrace, I believe). Note that source for many of these ray
- tracers is not available on the disc; in general, this disk is aimed more at
- the user/hobbyist than the programmer.
-
- The larger directories are FLI animations (120 MB of the uncompressed movies,
- i.e. immediately playable and a separate directory of 82 MB of the movies
- compressed), still images (130 MB), scene and data files (24 MB), and
- utilities galore (37 MB). There's also documentation, image displayers, and
- other related files. There are also random bits like a directory of fractal
- generators, VR tools (VRend386 and suchlike), and even DOOM v1.2 and similar
- games. All in all, a pretty amazing collection. BTW, if you explore the
- still images, note that there is a set of catalog GIF files which contain all
- the images in 3x3 "contact sheets".
-
- There are a few minor flaws on the disc. For example, all the issues of the
- Ray Tracing News are here, except for RTNv6n1. The FLI player aaplay.exe has
- a bug in it (at least on my system) where it can display only the first five
- pages of the CD's directory of FLIs (though there are ways around this) - a
- flaw in aaplay, not the disc, but still annoying. In the images directory
- chksph2.gif is corrupt, and I leave it as a puzzle to find the random image of
- Charles Barkley. Speaking of images, I was surprised to find no texture
- files.
-
- As is common with CD ROMs, there's a lot of stuff shoveled onto this disc.
- Some of it is wonderful to have, but there's also a fair bit of clutter:
- awful images and FLIs, many versions of the same software (e.g. vpic* has 8
- versions on the disc), and various poor quality tools. I wish the authors,
- who obviously spent a lot of time putting this package together, had taken a
- few hours to put together a brief text file listing their top picks. Also,
- don't fool or be fooled: quite a few of the images and movies needed no rays
- to be traced during their creation, but rather were done with scanline
- methods. This said, I am glad to have all the clutter and non-ray-traced
- stuff around. For one, it definitely gets your critical juices flowing and
- may even teach you something about what makes a good image. Also, the space
- is there and might as well get used. It's a great collection for the
- hobbyist, and I recommend it; I'm extremely glad I have one, and it's still
- vaguely miraculous that all this material fits on one CD.
-
- p.s. my favorite FLI was Drop_it2 and my favorite GIF was Frosty (though I
- have to admit to burning out on looking through all the gifs: plan on being
- sick of perfectly shiny surfaces, especially spheres, after an hour or two of
- viewing these things).
-
- -------------------------------------------------------------------------------
-
- Ray Tracer Comparison, by Amanda L. Osborne <alo@northshore.ecosoft.com>
-
- [You may recall that Amanda wrote up the terrific list of POV-ray utilities
- available out there for RTNv7n1. I asked her for a follow-up article on what
- ray tracers she's tried, liked, etc. Here's her response. - EAH]
-
-
- I'm afraid all I can come up with is a classic politician's answer: there are
- good, positive things about them all. Since I began tracing with an early
- version of Povray, I'm probably more comfortable with that tracer's syntax
- than any other. However, I got BOB with Stephen Coy's book and, except for
- pages and pages of code-for-its-own-sake, I read everything and took lots of
- notes that I later applied to BOB. I was really pleased with the quality of
- the images that came out of that particular exploration. (I had tried Vivid
- but reluctantly set it aside when I realized that I couldn't pay the
- registration any time soon.) I would describe BOB and Vivid as being closely
- related but not identical twins, by the way. But, because of the wealth of
- primitives supported by Povray and the wonderful shapes include file, I found
- BOB clumsy and intimidating to use by comparison. It took several weeks of
- using just BOB for that feeling to evaporate.
-
- When I was first reading about tracing and had *definitely* been bitten by the
- graphics bug, I tried out MTV and QRT, more for the "historical" value than
- anything else. Questions had arisen about what had been necessary to produce
- traced images, pre-povray and -vivid, and I had to satisfy myself about them.
- But I couldn't recommend either one to someone starting out, especially with
- the wealth of utilities that can serve as crutches (using a program like
- Povcad or Moray, one no longer has to keep, say, the left-hand rule in mind,
- but rather can just fiddle until the view is correct) which are available now.
-
- I like Rayshade a lot, but wish that things were a bit more cohesive. I know
- most people seem to use it on other platforms (as opposed to MSDOS), but I
- still wish there was up-to-date documentation (non-postscript) and that some
- part of that documentation was devoted to what the DOS executable can and
- cannot do (I can't get the CPP stuff to work at all, so any #include is out of
- the question). The same holds true for RTrace, which I've had terrible luck
- with. I can't even give an opinion about it, since I've never gotten it to
- work on my machine (wish I could). Since RTrace is so faithfully updated and
- supported, I'd love to get it up-to-speed on my machine so I could try out the
- radiosity add-on. I'll try again sometime soon.
-
- There are a couple of new raytracers from Europe, Rayce and Probe, that I also
- can't give any real opinion about, except to say that both seem to be very
- much works-in-progress.
-
- I have one commercial tracing program, Imagine. (By far the most bang for the
- buck of all the commercial programs I looked at; sure, 3DStudio would be nice,
- but so is putting food on the table...) I really like it a lot; for a tracing
- program, it is really, really fast (and I am talking about trace mode, as
- opposed to scanline). It is not, however, all that intuitive to use,
- particularly to someone used to scripting a datafile. There are also more
- unexplained lock-ups than I would like to see (although this is true for any
- program, it's especially frustrating when it's something you've *paid* for).
- And I hate the way it deals with memory (I have to fiddle around or shut off
- QEMM to get it to work).
-
- Finally, I love Polyray. Like Imagine, I still consider myself on a learning
- curve with it, but it is such a stable and powerful tracing tool. It offers
- more outputting options, more shadowing options, more texturing tools, than
- anything I've used to date. I would describe it as a tough program to learn,
- unless you're really into math, but definitely worth the effort. It has many
- great strengths, but I would sum up the top two as: math functions and
- animation. Polyray is set up to aid the user in creating animations; for the
- most part you can avoid lots of datafiles and batch files and place all the
- necessary data within one datafile.
-
- I really didn't mean to go on like this, I just got carried away a bit. I
- think I'll create a little script and try to generate it in each of the
- programs and see how it goes, kind of like your timing tests, but with quality
- of the resultant image and ease-of-use being tested rather than speed.
- Non-scientific, of course, but maybe it would be helpful, just to clarify
- things for myself if nothing else...
-
- -------------------------------------------------------------------------------
-
- Blob Sculptor, by Alfonso Hermida (AFANH@STDVAX.GSFC.NASA.GOV)
-
- [This thing's a blast! Marching Cubes rendering of blobbies on a PC. -EAH]
-
- Blob Sculptor 1.0 is a blob modeler/previewer. It requires a 386/486 with a
- coprocessor, VGA and a mouse. The program is distributed as freeware.
-
- The current versions for the modeler are version 1.0a for DOS and 1.0 for
- Windows. Both versions support only spherical components, but cones,
- cylinders, ellipsoids and tori are on the way.
-
- The DOS version exports to POV, Polyray, Rayshade, RAW, DXF and CTDS. The
- Windows version supports some additional file outputs besides NFF.
-
- The DOS version has a bug in the DXF output routine: it also dumps the
- Rayshade output. To fix this, simply load the DXF file into a text editor and
- delete any statements that appear after the line that reads "EOF". That will
- take care of it.
-
- The team consists of Steve Anger, Truman Brown, Ron Praver and myself. Future
- versions will include more component types and keyframing support.
-
- I wrote a partial port to SGI's OpenGL and works fine. If someone is
- interested in porting the code completely please contact me.
-
- I wrote a series of 3 articles in 3D Artist magazine to introduce the reader
- to Blobs. One of the readers of the 1st article developed an Animator Pro
- (AutoDesk) POCO language utility to animate 2D blobs.
-
- Finally, the source code for Blob Sculptor will appear in a book to be
- published by SAMS named "PC Graphics Unleashed". Each of the team members
- except Ron Praver wrote a chapter explaining a certain part of the program.
- The book is around 1000 pages and there are lots of topics. The book is
- similar in style to "Tricks of the Graphics Gurus". Lots of good code and
- info.
-
- -------------------------------------------------------------------------------
-
- Book Announcements, and Modeler vs. Scripting Language, by Mitch Waite
- <75146.3515@CompuServe.COM>
-
- [Mitch asked why I recommended _Adventures in Ray Tracing_, by Alfonso
- Hermida, in RTNv7n1 as a good all-around book on ray tracing for the
- hobbyist/professional. I replied:
-
- Two words: "no modeler". Rendering without modeling is fun to toy with,
- but after a few shiny spheres pictures you can't do much more without a
- modeler or model generating programs. - EAH]
-
-
- Oh, wow, I see. Well, not sure I agree; I created some amazing book covers
- using the data language approach, in fact I discovered that trying to build
- similar covers with a modeler was harder! Walkthroughs and Flybys CD cover is
- a case in point, it's a large 3D grid made of tubes that go to infinity. Most
- modeling programs have major visibility problems with that. However you'll be
- pleased to hear about a book we are about to publish called _Ray Tracing
- Worlds_ with POV Ray. It comes with MORAY and POV Ray 2.0 and shows how to do
- 3D modeling to build extensive 3D worlds. It's by Alexander Enzmann (creator
- of PolyRay), Chris Young and Lutz, the creator of MORAY. Also we are about to
- bring out a 2.0 version of _Ray Tracing Creations_ as well as a Mac version
- called _Ray Tracing on the Mac_ [by Eduard Schwan, see next article -EAH] that
- comes with MacPOV 2.0.
-
- _Ray Tracing Worlds_ is at the printer and due to arrive at our shipment
- center on July 14th, and that means it will be on the store shelfs around the
- end of July. _Ray Tracing on the Mac_ is about to go to the printer so look
- for it to be on the shelfs in mid August. The Mac title comes with a
- fantastic CD interface that contains the entire POV reference. You can look
- up a keyword and they play a QuickTime movie to see its effect!
-
- -------------------------------------------------------------------------------
-
- A Quick Writeup of Ray Tracing for the Macintosh CD, from notes by Eduard Schwan
- (esp@CERF.NET)
-
- [I edited down the info from email from Chris Cason. The book should be out
- by mid-July. -EAH]
-
- Title: Ray Tracing for the Macintosh CD
- Subtitle: Explore the Magic of Ray Tracing on your Mac
- Author: Eduard Schwan
- Publisher: Waite Group Press, (800) 368-9369
- ISBN: 1-878739-72-7
-
- The accompanying CD-ROM contains over 250 megabytes of software utilities and
- example ray traced images and QuickTime movies. Versions of POV-Ray are
- provided for Macintoshes with and without a floating point unit, and there is
- a native version for the Power Macintosh family of computers. POV-Ray will
- run under either System 6 or System 7. There are utilities for creating
- complex objects, for creating and viewing QuickTime movies, and for converting
- between many common types of graphics file formats. There are ray traced
- images and movies contributed by many different artists, with the original
- scene files provided for you to study. It also holds an interactive
- multimedia reference chapter of the book, and an on-line information center
- that guides you through the contents of the CD-ROM.
-
- This book is organized into the following chapters:
- Chapter 1 - Introduction to Ray Tracing
- Chapter 2 - Installing POV-Ray on Your Macintosh
- Chapter 3 - Jumping Right In
- Chapter 4 - Advanced Scene Building Techniques
- Chapter 5 - POV-Ray Animation on the Macintosh
- Chapter 6 - Exploring the CD-ROM
- plus appendices
-
- -------------------------------------------------------------------------------
-
- Ray Tracing Roundup
-
-
- Animation FAQ
-
- The beginnings of a FAQ for comp.graphics.animation now exists. Download it
- from rtfm.mit.edu in /pub/usenet-by-group/comp.graphics.animation. The
- author/editor is Angus Y. Montgomery (rcsaym@minyos.xx.rmit.EDU.AU).
- Eric Haines
-
- --------
-
- WWW CG FTP list (enough acronyms for you?)
-
- There is a Web version of the Computer Graphics FTP list, the URL is:
- http://www.actwin.com/grg
-
- ("grg" is Graphics Resource Guide, which right now consists of the CG FTP
- list, will be expanded with other data as I receive/collect it).
- Jay Laird (jaide@looney.actwin.com)
-
- --------
-
- RenderWare
-
- We have set up an anonymous FTP site with RenderWare information and
- demonstrations.
-
- The site is ftp.canon.co.uk
-
- Those of you who haven't seen it can download the windows Dungeon demo "rwmaze".
-
- pub/renderware/ms-windows/demo/rwmaze.zip
-
- all of these are pkzip archives and should be decompressed using pkunzip -d.
- Mike King, Criterion (mking@criterion.canon.co.uk)
-
- [Yes, it's not ray tracing, but this is the most amazing thing I've seen all
- year, Doom included. It's slower than Doom, but it moves along even on my
- dinosaur 386/25 (no FPU) and there are no tricks in limiting the view to a
- certain orientation - true 3D rendering in real-time {NT users: the demos
- won't work for you, just Windows 3.1. There are also full-screen DOS-only
- versions of the demos; haven't tried these under NT}. There are some odd
- little rendering artifacts, but for speed this seemed to beat the pants off of
- OpenGL on Daytona, from what little I've seen. -EAH]
-
- --------
-
- World Render 3D
-
- There is a software package for Windows called World Render 3D which converts
- from many to many different 3D scene formats. It also has various scene setup
- and editing tools. I have uploaded a demo to wuarchive.wustl.edu:
- /pub/msdos_uploads/win_graphics/wr3ddemo.zip. Unfortunately, the demo does
- not save files (which is understandable as a crippling method, but it's also
- the feature that's most interesting about the package).
-
- >From the description file:
-
- World Render 3D supports the reading and writing of files in Sculpt 3D/4D,
- DXF, VideoScape, 3D Workshop, Script, Imagine, TART, Lightwave, 3D Studio, DBW
- 2.0, NapCad 3D, RAW, NFF, POV1.0, VIVID 2.0, Envisage, Sculptura, Wavefront
- and native World Render 3D formats. Object primitives not directly supported
- by a target format are automatically decomposed into a triangle mesh
- representation.
-
- Contact Ron Praver <rpraver@gate.net> (Mazar Software, 305-936-9290) for more
- information.
- Eric Haines
-
- --------
-
- Bitmap Textures for 3D objects
-
- > I'd like to known if I can find bitmap textures for 3D objects.
-
- FTP anonymously to ftp.cdrom.com and look in /pub/aminet/wb. I'm pretty sure
- that this is the right directory... Anyway there are 5 volumes of 'WallPaper'
- for the WorkBench background. I think it's about 65-70 files in all... These
- are mostly IFF images, which make great textures for ray tracing. I use many
- of these for my objects in Real3DV2.
- Dean Pompilio (dean@cssmp.corp.mot.com)
-
- --------
-
- >From comp.binaries.ibm.pc, posting-number Volume 25, Issue 075:
-
- This is POV-Ray ray tracer for IBM's. It runs in 32-bit protected mode with
- the included dos extender. I am fairly certain this is only compatible with
- 486 DX and DX2's. It's at least 2 times faster than the standard mode
- compilation of pov-ray. Enjoy. [FTP from ftp.uml.edu in cbip/volume25/075/
- pov20z4y/*]
- Ritchie Hunt (unicorn@acs.bu.edu)
-
- --------
-
- There is a new version of the enhanced Standard Procedural Databases package,
- due to the efforts of Eduard Schwan, Philipp Slusallek, and myself. The SPD
- package (which generates various standard test scenes for testing ray tracer
- efficiency) now outputs RIB and DXF format files, and there are now both DXF
- and NFF reader programs to convert from these formats to many others (POV,
- Rayshade, etc etc). The model generators themselves have not changed, nor
- have the previewing capabilities. FTP from princeton.edu in pub/Graphics/SPD
- (there are also PC and Mac versions there).
- Eric Haines
-
- --------
-
- Lego Rayshade Images and Files
-
- I've uploaded ray_car.gif to earthsea.stanford.edu in pub/lego/uploads. It is
- a computer generated instruction sheet for building a small LEGO racecar,
- mostly to demonstrate the new wheel and tire pieces in my LEGO modeling
- library for Rayshade. The source to create the image is in
- pub/lego/cad/click/examples/car, plus you will need the file
- pub/lego/cad/rayshade/legolib.ray and the Click compiler (and Rayshade, of
- course). Image splicing and the shaded background were done with tools from
- the URT toolkit.
- Paul Gyugyi (pjg@tesla.esl.com)
-
- --------
-
- Walnut Creek CD ROMs
-
- These guys are masters at grabbing stuff off of the Internet and putting it
- on disks. They'll be publishing Chris Cason's ray tracing disk.
-
- The most current version of [the Walnut Creek] catalog is available via
- anonymous ftp from ftp.cdrom.com:/pub/cdrom/catalog, by fingering
- info@cdrom.com, or you can request it by sending email to (the human at)
- info@cdrom.com.
-
- --------
-
- Palette Selection
-
- >I am doing images that will/may be incorporated into
- >a computer game with a specific palette. The results I get when I use
- >piclab, image alchemy, etc just aren't good enough "most" of the time.
-
- You aren't going to get acceptable results with Image Alchemy, from my
- experience. Piclab generally works quite well, but it does have certain
- situations where it falls on its face. Stephen Coy's CONVERT is my favorite
- in general. Try using DTA to create a common colormap from all of the Targas.
- Dan Farmer (Dan.Farmer@TGA.damar.com)
-
- --------
-
- Amiga Rayshade Port
-
- I've uploaded my amiga port of rayshade 4.6pl2enh2 on aminet. I believe it is
- much more complete than the previous port. It can be found in
- gfx/3d/RayShadeNew.lha, and is 1.1M big. The archive contains source,
- documentation, example files, and binaries compiled for a 68020+68881 or
- higher configuration.
-
- Among the new features of this port are:
-
- * Utah RLE support.
- * Several RLE utilities.
- * CPP support.
- * Raypaint.
- * Numerous patches from the rayshade mailing list.
- * Improved memory allocation that permits rayshade to allocate up to twice the
- amount of memory than with the standard memory allocator.
- * -L switch to invoke the SAS/C preprocessor, if you have it. Slower than GNU
- cpp, but can preprocess things like #include "huge_file", on which cpp
- runs out of memory on the Amiga.
-
- Kriton Kyrimis (kriton!kyrimis%theseas.ntua.gr@Princeton.EDU)
-
- ----
-
- Bresenham and Convex Polygon Renderer Code [soon...]
-
- I just sent an article to PCVR magazine that covers [Bresenham's line drawer
- and more]. It includes working, tested, source code for a fixed point convex
- polygon renderer. It will appear in a few months :-( until then I can't post
- anything from the article because PCVR has first publication rights.
-
- The source code from previous issues of PCVR is starting to show up on the net
- and it is available from their BBS. There are some real gems in there. [does
- anyone know more about this, i.e. where PCVR is located? -EAH]
- Bob P. (bobp@bga.com)
-
- -------------------------------------------------------------------------------
-
- POV-Help, by Chris Cason (cjcason@yarrow.wt.uwa.edu.au)
-
- POV-Help is about to be released and I need some people to beta test it.
-
- POV-Help is a hypertext help reader that runs under DOS and can pop-up over
- your editor (or run stand-alone.) It provides an on-line reference to both
- the official Docs and the POV-specific FAQ. This is convenient when coding
- new scenes, especially if you are new to POV.
-
- If you want a copy, please email povray@yarrow.wt.uwa.edu.au with the message
- SEND POVHELP in the body. If you don't hear back it's probably because your
- address bounces our replies. Please don't distribute copies yet, and please
- DO let me know of any problems.
-
- -------------------------------------------------------------------------------
-
- Lenticular 3D, by Keith Rule (keithr@tekig7.pen.tek.com)
-
- A while back I asked for some help finding a lowcost service bureau for
- creating lenticular 3d images. I got several interesting replies so I thought
- I would answer some of questions folks asked.
-
- 1) What is lenticular 3d?
-
- It is a process that allows 3d images to be made with a plastic prizmic
- face and several image behind. This allows different images to be view by
- each eye giving a 3d effect without any special viewing device. There are
- currently a couple of cameras on the market the allow lenticular images to
- be photographiced. They are manufactured by ImageTech (404) 416-8848 and
- are less than $100.
-
- [Sorry if this is completely technically accurate, I'm not expert on this
- process]
-
- 2) Why can't take photos off of the computer screen or use a ordinary service
- bureau to create lenticular images?
-
- I want to use the ImageTech consumer lenticular process (because it's very
- inexpensive at ~$1 per 4x5 image). They require a 35mm negative in an
- unusual format (3 consecutive half-frame images with very specific
- spacing). This is an unusual request for most service bureaus.
-
- I finally found a fellow who can create the appropriate negative from 3
- 2048x1536 Resolution TARGA files. His charge is $75 and his turnaround time
- is suppose to be around a week.
-
- If you are serious about creating a lenticular image from your renderings drop
- me a note and I will send you the name of this fellow (please be serious about
- this - this guy does this part-time so doesn't need to be bothered by
- looky-loos). He will create the negative you need for ImageTech's lowcost
- process.
-
- -------------------------------------------------------------------------------
-
- POV Official News, Issue #1, POV Team (povray@uniwa.uwa.edu.au)
-
- [I normally won't include these, since you can retrieve them from the various
- archives; since this is the first, it seemed worthwhile. -EAH]
-
- This is the first of a series of irregular bulletins about POV. This is an
- official POV-Team publication.
-
- They will be issued only when there is sufficient news to report to make it
- worthwhile, and will be posted to comp.graphics and comp.graphics.raytracing
- from time to time.
-
- Responses to this article should be placed in comp.graphics.raytracing to gain
- the attention of the POV-Team. A POV-Team member usually checks this every
- couple of days.
-
- Email to Team Members
- =====================
-
- Recently, a couple of incidents have occurred where users on the internet
- have emailed large files to POV team members on Compuserve. POVDOC requests
- that this NOT be done without prior arrangement. Compuserve charges on a
- per-kilobyte basis for such mail and the most recent occurrence cost the
- POV-Team member in question US$30.00 in charges. What's worse, most of the
- information sent (a custom version of POV complete with all source, scene
- files, &c) was redundant. PLEASE ask first before sending any large email to
- anyone on Compuserve !!!
-
- New POV FTP Site.
- =================
-
- The main official site for POV is alfred.ccs.carleton.ca (134.117.1.1).
-
- uniwa.uwa.edu.au [now ftp.uwa.edu.au] in pub/povray is the new official
- secondary distribution site for official POV-Ray files. It also carries a
- good selection of unofficial files (but no unofficial compiles).
-
- uniwa, BTW, is a hub so should give you pretty good response.
-
- If you want to get POV but are unsure of what files you need, grab POVINF.DOC
- from one of the abovementioned sites.
-
- A listing of some of the more relevant current contents of uniwa may be
- obtained by performing a finger on povray@uniwa.uwa.edu.au, or by retrieving
- the file CONTENTS_PLEASE_READ from uniwa.
-
- Some utilities of note - MORAY (1.5 of course !), SUDS, CTDS, POVCAD, TGA2GIF,
- TTG, DXF2POV and RAYLATHE, just to mention a few. The contents file gives a
- more specific description, explaining what each one does.
-
- The uniwa site is also currently mirrored (once a week, on Sundays) at
- wuarchive.wustl.edu in /graphics/graphics/ray/pov/official-archive.
-
- We can't guarantee how up-to-date this mirror is as we do not have control of
- the mirroring process, but expect that it will be pretty good.
-
- Image of the Month !
- ====================
-
- The image of the month for April is FROSTY by Dan Farmer, a POV classic !
- This image also featured in the book Ray Tracing Creations by The Waite Group.
- it is available at the below site as IMAGE_OF_THE_MONTH.TGA/JPG, 800x600x16m.
- Looks even better if you have a hicolour or truecolour card !
-
- It is also available in the HALL_OF_FAME subdirectory as FROSTY.GIF.
-
- For those with Compuserve access, a full range of high-quality images done
- with POV-Ray and other raytracers can be found in GRAPHDEV section 3, 'Hall of
- Fame'. Since the POV-Team is based on Compuserve and not the internet,
- GRAPHDEV is the best place to get up-to-date POV info, though the uniwa and
- carleton sites will be maintained on a regular basis.
-
- Official Files
- ==============
-
- The most current POVDOC*.???, POVSCN*.???, POVIBM*.EXE and POVSRC*.??? files.
- These are in the top-level directory, pub/povray. Only official files are
- found here. Unofficial files are in subdirectories.
-
- All official archives have the current version appended to them, therefore,
- POVDOC.ZIP is POVDOC-2.2.ZIP. Note that all files are actually stored as
- lower-case ; the use of capitals is just for this newsletter.
-
- Hall Of Fame
- ============
-
- The above FTP site has a HALL_OF_FAME subdirectory containing a selection of
- some of the best images around today ! Mike Miller and Truman Brown feature
- strongly.
-
- You are encouraged to provide submissions for this library, the only
- requirement being that the image is traced with POV-Ray.
-
- Truman Brown's WOILD series features strongly, and I encourage people to check
- them out. The source for some of these is available and I will put it up if
- there is enough requests, and the author OK's it.
-
- Images have more chance of remaining on the site permanently if they have a
- scene file accompanying them. Incoming scenes should have a description (in a
- .TXT file or zipped up with the scene) and can be placed in incoming/scenes.
-
- Retrieve CONTENTS_PLEASE_READ or finger povray@uniwa.uwa.edu.au for more
- detailed submission criteria.
-
- Images/Scenes
- =============
-
- Apart from the above, there is an images and scenes (image source) sub-
- directory for non-Hall Of Fame-type images. Contributions most welcome.
-
- BinHex files
- ============
-
- Several MAC users have had problems downloading the current MacBinary SEA
- archive format on the internet, and have requested binhex'ed files to be made
- available instead.
-
- Official binhex'ed archives have been produced and are up at uniwa now. If
- anyone has problems with these files, please let us know.
-
- Help Reader
- ===========
-
- An official POV-Ray hypertext-based help system has been produced and will be
- released once the current work on FAQ's (both here and on Compuserve) has been
- completed. Designed to be portable, the reader currently only runs under DOS
- but will probably be ported to UNIX as soon as time is available to do so.
-
- The help database itself is portable and eventually will probably have back
- ends to create native (i.e. Windows, Mac) help files as well.
-
- -------------------------------------------------------------------------------
-
- A Quick Explanation of Radiosity Computation vs. Output, by Steve Hollasch
- (hollasch@kpc.com)
-
- Solving for radiosity is a separate pass from rendering the resulting
- scene. Any system that can display realtime graphics (with Gouraud shading)
- can display a realtime session derived from a radiosity solver. Thus, you
- basically wait a bit for the radiosity solution of a scene, and then you take
- the resulting geometry and view it in realtime. [As a bonus, no shading
- equations have to be computed for the scene during display, as the colors are
- attached to the vertices of the polygons output. This often means radiosity
- output is faster than databases shaded on the fly. -EAH]
-
- This is true for classic radiosity, anyway, since it's independent of
- view. However, some hybrid approaches which also incorporate specular
- reflection, true reflection, or refraction are view-dependent, and so require
- extra footwork to do the viewing. In addition, some systems allow for
- interactive adjustment of the lighting parameters (e.g. light color or
- intensity), which means that the radiosity solution has to be recalculated.
-
- -------------------------------------------------------------------------------
-
- A Grand Unified Modeller (GUM), by Lex van der Sluijs
- (Alexander.vanderSluijs@stud.io.tudelft.nl)
-
- After nearly a year of hard work I am very proud to present to the world
-
- GUM - A Grand Unified Modeller (to be)
-
- A direct-manipulation-based 3D modeller that exports to POV, Polyray and Rayce.
-
- Some highlights:
- - CSG evaluation
- - realtime pan, zoom and camera operations
- - select by pick, window, crossing, hierarchy-view
- - grid, snap
- - very flexible fastdraw (full, skip, box, multiple viewport)
- - printing
- - metafile export
- - (almost) full shell of all raytracers (also exports batchfile)
- - realtime bezier patch editing
- - all transformations available in user-view and multiple orthogonal views
- - user-definable boundary representations for objects with a surface.
- - text-based texture editor for all tracers, also reads available texture files
- - imports RAW.
-
- Platform: Microsoft Windows 3.1 or 3.11
- System requirements: resolution 800x600 or higher. 4Mb should do. CoPro.
- 486 (highly) recommended
-
- The demo is free but there is a limitation to the maximum number of objects
- that can be saved of 25.
- Special introductory price: $50
-
- Gum has been uploaded to:
-
- Internet:
- wuarchive.wustl.edu \pub\msdos_uploads\win_graphics\gum_0b8.*
- alfred.ccs.carleton.ca The upload has yet to be validated.
-
- BBS:
- CAD BBS Amsterdam +31-20-6861533
-
- The author's address:
- Alexander.vanderSluijs@stud.io.tudelft.nl
- 2:281/500.4 in Fidonet
- or leave a message on the above BBS to Lex van der Sluijs
-
- [This thing takes a little messing around to set up, but seems pretty cool.
- EAH]
-
- -------------------------------------------------------------------------------
-
- New (at least to me) Bulletin Boards, collected by Eric Haines
-
- The Tackle Box BBS (405) 359-3301
-
- 100% DEDICATED to Ray Tracing!!!!
-
- Over 2 GIG online with 40 file areas. Now featuring the 'Tracers and Tracings
- CD-ROM'!! Now over 5,500 files!!!
-
- File areas include: Graphics Programs, Ray Traced Images, Hall of Fame
- Images, POV-Ray scene files, POV-Ray utilities, POV-Ray Modelers, Graphics
- Converters, Ray Traced Animations, OBJ objects such as Viewpoint Engineering
- (from avalon site), Textures, Fractal Programs, Virtual Reality, Graphics
- Source code, and MUCH MORE!
-
- Access is FREE with downloads on the very first call. Subscriptions are
- available for only $20 for a whole year. (70 min/ 2MEG per day)
-
- The Tackle Box BBS is the largest Ray Tracing and Graphics BBS in the entire
- SouthWest, providing support for the OKC PC-User's group on Graphics and Ray
- Tracing. Why not check it out??
-
- 2400-14.4 baud, 24 hours a day.
-
- Neil Clark
- SysOp - SIG Leader
- E-Mail: clark@qns.com
-
- --------
-
- Eminent Illusion BBS
-
- O
- //\/
- RUN! \/\....... To The Eminent Illusion BBS for Windows 3.1
- (Dedicated to computer graphics thru advanced mathematics)
-
- (513) 866-8181
-
- A _NEW_ Ray-Tracing Site. We support POV and PolyRay. A User Group is
- forming for local traceaholics and fractal fanatics.
-
- If you are a traceaholic, _PLEASE_ upload IBM specific utility programs and
- .POV or .PI scene files. No GIFs or .TGAs please. Still waiting on my big
- hard drive for those <G>.
-
- No hassle registration. You call, your registered. Nuff said. 90 min/day
- (On first call!) and 2 meg daily DL limit. NO RATIOS, No fees. Got money,
- want friendly users. Currently servicing 138 members from around the country.
-
- CICA (Center for Innovative Computer Applications) CD now on line (current
- thru 12/93). We also carry lots of custom Ray-Traced GIFS.
-
- Anxiously awaiting your handshake at 2400 to v.32bis (14.4k)
-
- 486DX-33 and U.S. Robotics
-
- The most exciting BBS software to come into existence is Excalibur. It is a
- true Windows GUI, written for Windows, requiring Windows. I am a site beta
- tester. Use of the board requires a dedicated terminal program which will be
- automatically downloaded on your first call. Now supporting Zmodem
- downloading of the terminal program. Once you have seen the board, you will
- wonder why it took so long.
-
- The system offers graphics *Previews*, view GIFs while downloading. True
- multi-tasking BBS! Upload and Download simultaneously! Read or write
- messages while D/Ling and it's all point and click. No menus to memorize. No
- more waiting for downloads to finish before doing something else. Sound
- support using .wav files. No sound card needed. Screen updates faster than
- ANSI or RIP. It's FANTASTIC!
-
- Full 24 hour operation. Sometimes down 9am-12am M-F EDT (maint)
-
- 30,000 files available. Always 700 meg on line. 1 gig and second node coming
- in May. FIDO and Usenet by September.
-
- BTW, If you run Windows under OS-2, you will be able to call.
-
- --------
-
- For those of you into ray tracing... There is a BBS in San Diego, CA, that
- has a lot of support programs for making images of this type. I would give
- more info but I don't know much about the programs that are involved. Here is
- the bbs # (619)426-7760 [Anyone know the name of this one? -EAH
- Shadowhawk (shdwhawk@netcom.com)
-
- -------------------------------------------------------------------------------
-
- GemCAD Review, by Greg Prior
-
- [something that popped up on rec.crafts.jewelry - EAH]
-
- Clive Washington (pazcw@unicorn.ccc.nottingham.ac.uk) writes:
- >... Do you mean there's a
- >computer package to design facet cuts? Could you mail me the
- >supplier's address so I could get some details, please? I'd need
- >a Mac version.
- >
-
- GemCAD is a shareware program. There is no version for the Mac, however the
- custodian for this list, Tom Greenwalt (tomg@mishima.mn.org), has a copy of
- the DOS version available to download. There are also some design files. We
- would like to see this library build up if you care to make any contributions.
- I almost always do my design first in GemCAD before cutting. This allows me
- to cut the stone once on the computer before learning on the real thing! It
- also makes for easy tangent-ratio angle conversions, and ray tracing to
- optimize for brilliance.
-
- Or you can get it direct for $50 + $5 for international shipping from the
- author:
-
- Robert W. Strickland
- 6408 Earlyway Dr.
- Austin, TX 78749
- (512) 892-1887
-
- He has several add-on modules available too: "Raytrace" and a couple of
- print/plot utilities.
-
- -------------------------------------------------------------------------------
-
- A Summary of the Reyes Algorithm, by Steve Demlow (demlow@cis.ohio-state.edu)
-
- [I thought this summary would be useful for people who don't really know how
- RenderMan works - it's a unique architecture. -EAH]
-
- REYES refers to a system based on 'micropolygon rendering', wherein all
- primitives are broken down into small polygons which are of size ~ 1/4 pixel
- in image space and rendered using a scanline technique. Texture mapping is
- then used to get all the nifty effects associated with high- quality
- rendering. There is no ray tracing involved, since one of the stated goals of
- the REYES system was to render images quickly - a full length feature in a
- year, or roughly 3 minutes per image. The '87 REYES paper refers to the Cook
- paper regarding motion blur and the other nifty stuff that Cook used ray
- tracing for, but Cook also mentioned that the same ideas were applicable to
- scanline renderers.
-
- -------------------------------------------------------------------------------
-
- Version 1.7 of Polyray Available, by Alexander Enzmann
- (70323.2461@CompuServe.COM)
-
- Polyray is a rendering program for producing scenes of 3D shapes and surfaces.
- Polyray supports raytracing, polygon scan conversion, wireframe preview, and
- raw triangle output. All the normal primitive objects are supported (box,
- sphere, cone, ...). Many more advanced primitives are also supported: height
- fields, Bezier patches, NURBS, arbitrary functions of three variables,
- parametric surfaces, TrueType style glyph objects...
-
- Texturing is provided using standard shading models for your favorite plastic
- look, as well as textures based on runtime variables (some folks call this
- sort of thing shaders).
-
- The files associated with Polyray are distributed in several archives:
-
- PLYEXE.ZIP - Executable requiring a 386/387 or 486DX
- PLY386.ZIP - Executable that will run on any 386 or 486SX
- PLYDOC.ZIP - Documentation
- PLYDAT.ZIP - A whole bunch of sample images and animations, ready to
- render
- PLYUTL.ZIP - A couple of useful utilities (necessary to extract
- TrueType font information into a form Polyray can use)
-
- You want all of them.
-
- The following lists some of the more significant enhancements made to Polyray
- since version 1.6.
-
- o Parametric surfaces.
- o Bump maps
- o Support for JPEG and GIF images in textures, etc.
- o Can now call an external program from within Polyray (system).
- o Significantly enhanced the "function" object.
- o Added NURBS objects. (Sorry, no trim curves yet.)
- o Added a glyph object to support TrueType style extruded
- surfaces.
- o Support for simple particle systems.
- o Many VESA display modes now supported
- o Way better antialiasing
-
- If you registered a previous version then you should be getting a floppy in
- the mail. Please contact me if it doesn't get there.
-
- -------------------------------------------------------------------------------
-
- Use of External Program Calling for Polyray, by Alexander Enzmann
- (70323.2461@CompuServe.COM)
-
- [I asked, "What's the external program calling used for?" in the new Polyray]
-
- During the course of an animation you may want to invoke another program to
- create include files. This can be accommodated by using something like the
- following lines in the data file:
-
- ...
- system("foo ", frame, " > foo.inc")
- include "foo.inc"
- ...
-
- Polyray calls the program (using DOS) with the current value of the frame
- counter passed to it. The resulting output gets dumped into foo.inc. The
- next line tells Polyray to parse the contents of foo.inc. I've used this in
- conjunction with a C program to make data and CTDS to process the data and
- generate the include file. An excerpt is:
-
- // Call the program "spiral2" with both the frame number and the
- // total number of frames in the animation. The output will be
- // data ready to go for CTDS
- system("spiral2 ", frame, " ", total_frames, " > spiral2.ctd")
-
- // Call CTDS to process the data created by the spiral program.
- // The object will have the shiny_red texture
- system("ctds -i spiral2.ctd -o spiral2.inc -p -tu shiny_red")
-
- // Now read in the data created by CTDS
- include "spiral2.inc"
-
- The program spiral2 creates points and radii on a nice loopy shape. The radii
- are modulated by a sine wave over the course of the animation. The code is:
-
- main(int argc, char *argv[])
- {
- double a = 10.0;
- double b = 5.0;
- double c = 5.0;
- double x, y, z, t, r, theta, phase;
- int frame_num, frame_count, steps = 1024.0;
-
- frame_num = (argc > 1 ? atoi(argv[1]) : 0);
- frame_count = (argc > 2 ? atoi(argv[2]) : 60);
- phase = 2.0 * M_PI * (double)frame_num / (double)frame_count;
-
- for (theta = 0.0;
- theta < 2.0 * M_PI;
- theta += 2.0 * M_PI / steps) {
- t = sqrt(1 + c * c * cos(a * theta) * cos(a * theta));
- x = b * t * cos(theta);
- y = c * cos(a * theta) + 6;
- z = b * t * sin(theta);
- r = 1.25 + sin(3 * theta + phase);
- printf("%f %f %f %f\n", x, y, z, r);
- }
- }
-
- Clearly, since the program is invoked for every frame and DOS doesn't support
- concurrent processes & pipes, the external program either has to be able to
- create all the information given only frame number, or it has to have its own
- persistent store of intermediate results.
-
- -------------------------------------------------------------------------------
-
- POV-Ray Legal Stipulations Correction, by Dan Farmer <70703.1632@CompuServe.COM>
-
- In Peter Campbell's article on Optimized POV, you (trying to cover our butts,
- I'm sure) claimed that "the POV developers have asked that exe.s other than
- theirs not be distributed..."
-
- Well, that's no longer entirely true. As of the 2.0 release, the legal
- stipulations about distributing executables have been made a bit more
- tolerant. We now allow them to be distributed, but only under the conditions
- explained in the POVLEGAL.DOC file. In essence, the stipulations state that
- the user must support the compilation, must use a special header file that
- includes information about how to contact the originator, and must contain the
- full distribution package.
-
- BTW, I agree with Peter that the DJGCC version is almost as fast as the Watcom
- version, with fewer problems. That's what I do all of my POV compiling with.
- Watcom compiles have been subject to drastically overrated benchmarks in the
- past. One reason for this is that certain chipsets (OPTI 486/33 is one, I
- think the other is called Symphony or something similar) have a known problem
- with the ICB compiler that causes ICB programs to run at about 1/2 the speed
- that they run on other chipsets. I personally had this problem with the OPTI
- set until I upgraded to a 50 MHz motherboard. Upon checking with these Watcom
- worshippers, I learned that they often had an OPTI chipset. I'd recommend
- that these folks get ahold of a DJGCC version.
-
- -------------------------------------------------------------------------------
-
- 3D Graphics Book List, by Brian Hook (bwh@beach.cis.ufl.edu)
-
- {All is the opinion of the author and no one else}
-
- [A long article, but I haven't had a full book summary of the classics here
- in years, and there are also some mentioned which I've never seen. -EAH]
-
- In the course of attempting to write games, simulators, and virtual reality
- applications for the PC I've run across an amazing lack of information on how
- to program 3D graphics. The problem, actually, wasn't LACK of information, it
- was lack of information that told where the information I needed WAS! So, in
- an attempt to help other budding 3D programmers get the necessary literature
- for programming, here is a list of books that I've found useful.
-
- Some of these references were taken from the comp.graphics FAQ, but the
- reviews were done by myself. I am personally interested in interactive
- real-time 3d graphics, so stuff on advanced rendering, radiosity, or
- raytracing is not of huge significance. [even so, the reviews do cover books
- in these areas. -EAH] I have not seen many of the "Bibles" of graphics --
- Newmann and Sproull, Burger and Gillies, etc. but I hear they are invaluable
- so they may be worth a peek. I could special order them, but I don't have 50
- bucks lying around just to take a risk.
-
- GRAPHICS BOOKS:
-
- * Advanced Animation and Rendering Techniques, Alan Watt, Mark Watt,
- Addison-Wesley 1993, ISBN 0-201-54412-1
- Computer Graphics: An Introduction to the Mathematics and Geometry,
- Michael Mortenson, Industrial Press 1989, ISBN 0831111828
- * Computer Graphics: Principles and Practice (2nd Ed.), J.D. Foley,
- A. van Dam, S.K. Feiner, J.F. Hughes, Addison-Wesley 1990, ISBN
- 0-201-12110-7
- * Mathematical Elements for Computer Graphics 2nd Ed., David F. Rogers
- and J. Alan Adams, McGraw Hill 1990, ISBN 0-07-053530-2
- * 3D Computer Graphics 2nd Ed., Alan Watt, Addison-Wesley 1993, ISBN ????
- * 3D Computer Animation, John Vince, Addison-Wesley 1992
- * Flights of Fantasy, Chris Lampton, The Waite Group 1993, ISBN
- 1-878739-18-2
- Graphics Gems, Andrew Glassner (ed.), Academic Press 1990, ISBN
- 0-12-286165-5
- Graphics Gems II, James Arvo (ed.), Academic Press 1991, ISBN
- 0-12-64480-0
- Graphics Gems III, David Kirk (ed.), Academic Press 1992, ISBN
- 0-12-409670-0 (with IBM disk) or 0-12-409671-9 (with Mac disk)
- * Procedural Elements for Computer Graphics, Osborne McGraw-Hill 1985
- 0-07-053534-5
-
- * I personally have seen/used/own this book
-
- OTHER USEFUL BOOKS:
-
- Programming graphics (especially real-time graphics) involves a lot of
- optimization and efficiency considerations, which means that to program
- graphics well you must be able to PROGRAM well. Some other books on
- programming that I have either heard rave reviews about or, even better, I own
- and consider invaluable, are listed here with a very short description. Skip
- this part if you don't care (but you owe it to yourself to at least give these
- books a look).
-
- The Art of Programming, vols. 1-3, Donald Knuth, Addison-Wesley
-
- THE Holy Trinity of programming in general. I don't own any of the three
- books, mostly because I don't have 150 dollars handy. The books, however, are
- considered classics and have some of the most exhaustive analyses of various
- algorithms in print.
-
- * The Mythical Man Month, Brooks, Addison-Wesley
-
- A wonderful book on how to and how NOT to manage a large project. Not of much
- use to a single programmer, but for someone who must program as part of a team
- this book is a MUST have. Very entertaining reading. Dated, but relevant
- nonetheless.
-
- * Introduction to Algorithms, Cormen, Leiserson, and Rivest,
- McGraw-Hill
-
- A great book on algorithms and data structures....more digestible than Knuth's
- "Art of Computer Programming" and more up to date, but not quite as
- comprehensive...sort of a "Knuth Lite" if you will. I've found it to be my
- primary reference on algorithms and data structures.
-
- * Algorithms (in C/C++), Robert Sedgewick, Addison-Wesley
-
- Considered a modern day classic, there are actually three books: Algorithms,
- Algorithms in C, and Algorithms in C++. They are the same book, just in a
- different language. I am familiar with the "Algorithms in C" book. It is has
- some bugs in the code, and the text can be a little terse, but it is still a
- useful book. More implementation oriented than "Introduction to Algorithms"
- -- sort of a "Knuth Lite Lite". Used to be my primary book on algorithms
- until "Introduction to Algorithms" kicked it out of first place. Still a good
- book though, and I refer to it a lot.
-
- * Programming Pearls and More Programming Pearls, Bentley, ????
-
- Great books -- kind of pricey though. Litte anecdotes and stories about
- programming "way back when", but some of the lessons on optimization and
- invaluable for day to day programming tasks. Really good books, but just kind
- of expensive for their size (they're more like pamphlets really). If you have
- some extra dough, buy these books, but they aren't real necessary.
-
- * The C Programming Language, 2nd Ed., Kernighan and Ritchie,
- Prentice-Hall
-
- If you don't know C, buy this book NOW. Great C reference, eminently
- readable. Wonderful wonderful book. If you do know C already, then you
- probably already OWN this book. If you are learning C and trying to do it
- with some lame SAMS/Que/MIS Press/M&T/Wiley/McGraw-Hill cheezy trade paperback
- with a title like "Using Borland C++" or "C in 21 days" or "Learning C" or
- "Using C" or "Learning C by Example" then you are doing yourself a disservice.
- Get this book instead.
-
- [p.s. personally I like Harbison and Steele's _C: A Reference Manual_,
- Prentice Hall, for reference - EAH]
-
-
- * The C++ Primer, 2nd. Ed., Stan Lippman, Addison-Wesley
-
- Everything that goes for "The C Programming Language" above applies here also.
- I like this book a bit more than Stroustrup's "The C++ Programming Language"
- but to each his own.
-
- * Advanced C++, 2nd Ed., Coplien, Addison-Wesley
-
- Great book on using C++ to solve real-world problems. Invaluable if you are
- trying to write a graphics package in C++ and need to balance ease of use,
- readability, "correctness", and efficiency. Pretty bad indictment of the C++
- language, actually, since it shows the ugly messes that you have to go through
- in order to make C++ act like a true OOP language like Eiffel, Sather, or
- Objective-C.
-
- Okay, now onto the graphics stuff....
-
- OVERVIEWS:
-
- Most of these books assume that you have a fairly firm grasp of trigonometry,
- matrix and vector math, and possibly some other stuff. Some of the books give
- a quick summary of the above, and Flights of Fantasy sort of weasels out on
- the whole deal by letting you ignore the nitty gritty math stuff -- but be
- forewarned, Flights of Fantasy is pretty weak material as far as "advanced"
- stuff goes and you probably won't learn a lot from it beyond the very basics.
-
- The books are categorized as either being BEGINNER, INTERMEDIATE, or ADVANCED.
- Simple test (pretty crappy one, but it works for now): see how many of the
- following phrases you are VERY familiar with -- i.e. you know the literal
- definition of it.
-
- plane equation
- dot product
- cross product
- normalized/unit vector
- normal to a plane
- matrix inverse
- identity matrix
- similar triangles
- parametric equation
- linear interpolation
- column vs. row major matrices
- right-hand/left-hand coordinate system
- orthogonal matrix
- orthonormal matrix
- pure rotation matrix
-
- BEGINNER: 0-5
- INTERMEDIATE: 6-10
- ADVANCED: 11-15
-
- WARNING: STAY AWAY FROM BOOKS WRITTEN BY LEE ADAMS.
-
- Lee Adams' books suck suck suck suck suck. Bad. Period. I cannot stress to
- you how badly his books suck. The code is horrible, the text is horrible, the
- performance of his code is horrible, his algorithms are horrible, EVERYTHING
- about his books is horrible.
-
- --------------------------------------------------------------
- TITLE: Advanced Animation and Rendering Techniques
- AUTHOR: Alan Watt and Mark Watt
- PUBLISHER: Addison-Wesley
- FOCUS: Photo-realistic images and animation
- LEVEL: INTERMEDIATE/ADVANCED
-
- This book is by far one of the best books in the field of 3D graphics. [I
- definitely agree. - EAH] Most of it covers static rendering and ray tracing,
- which means it is not very useful for real-time graphics (like 3D on a PC, for
- example). The authors don't feel you are in "real 3d animation" territory
- until you have a Z-buffer working and an incremental shading algorithm
- (preferably Phong) with 24-bit true color. Needless to say, few PCs have ANY
- of the above real-time capabilities.
-
- Even so, the stuff it covers is invaluable and very difficult to find
- elsewhere. We are talking heavy rendering and ray tracing stuff, volume
- rendering techniques, shading languages, quaternions and Euler angles,
- radiosity, inverse/forward kinematics, etc. Excellent book, but not very
- useful if you are looking to write only a game (although the chapters on
- segmented object animation would be useful for robots/tanks).
-
- --------------------------------------------------------------
- TITLE: Computer Graphics: Principles and Practice, 2nd Edition
- AUTHOR: Foley, Van Dam, Feiner, and Hughes
- PUBLISHER: Addison-Wesley
- FOCUS: EVERYTHING
- LEVEL: ALL
-
- As Knuth's "Art of Computer Programming" is to algorithms, this book is to
- computer graphics. THE reference. It covers just about every topic you need
- to know, however because of its scope it is very generalized and so
- information on any one specific topic may be lacking. Pascal-like pseudo code
- is strewn liberally throughout the book, which is a big help. Everything you
- would expect in 3D graphics is covered, including shading, ray tracing,
- radiosity, texture mapping, etc. Once again, it's very generalized and serves
- mostly as a good reference to other material and an overview of individual
- areas. But at over 1000 pages, it's a must have if you do graphics. If you
- can afford only ONE book on graphics, get this one.
-
- --------------------------------------------------------------
- TITLE: Mathematical Elements for Computer Graphics, 2nd Edition
- AUTHOR: David F. Rogers and J. Alan Adams
- PUBLISHER: McGraw-Hill
- FOCUS: Math of computer graphics
- LEVEL: ALL
-
- Excellent book on curves, patches, and a lot of math. Does not cover
- rendering at all -- no shading, etc. It does a lot of theory on
- transformations in general, especially on the basics of matrices and how they
- apply. Great stuff on projections, too. Lots of theory. Don't expect too
- much on object databases or implementation efficiency -- this book is about
- math and theory, not implementation. Sucks as a reference on rendering
- algorithms, but for modeling in general and math it's wonderful. Also, it has
- an insane amount of stuff on curves, splines, Bezier curves, NURBS, Coons
- patches, surfaces, and basically anything that has to do with math and
- graphics, get this book. One of the few McGraw-Hill books I've liked (the
- other is "An Introduction to Algorithms" and Rogers' other book "Procedural
- Elements for Computer Graphics"). This book is great as a companion volume to
- PECG.
-
- --------------------------------------------------------------
- TITLE: 3D Computer Graphics, 2nd Edition
- AUTHOR: Alan Watt
- PUBLISHER: Addison Wesley
- FOCUS: 3d Computer Graphics
- LEVEL: INTERMEDIATE/ADVANCED
-
- This is also one of those classic texts. The new second edition covers a lot
- of ground. Watt's style is highly readable, and the code is in Pascal. A
- complete rendering system (or two) is supplied in the appendices, along with
- the data file for the Utah teapot.
-
- If you do 3d graphics, you MUST have this book.
-
- Interesting note: the author (and I) prefer the left-handed coordinate system
- because it tends to be more intuitive than the right-handed coordinate system,
- which is preferred by mathematical types. Watt stubbornly refuses to switch
- to the right-hand coordinate systems (which Foley and Van Dam et. al. and
- PHIGS/PHIGS+ have done).
-
- Chapters include:
-
- 1. Three-dimensional Geometry in Computer Graphics
- 2. Representation of Objects
- 3. Viewing systems
- 4. Reflection and Illumination Models
- 5. Rendering Algorithms
- 6. Parametric Representation and Practice
- 7. Shadows and Textures
- 8. Ray Tracing
- 9. Volume Rendering
- 10. Radiosity
- 11. Anti-aliasing
- 12. Functionally Based Modeling Methods
- 13. Three-dimensional Computer Animation
- 14. Colour Spaces and Monitor Considerations
- A. Viewing Transformation from a Simple Four-Parameter Viewing
- System
- B. A Wireframe System
- C. An Implementation of a Renderer
- D. The Utah Teapot
-
- The book has a fairly decent mix of interactive and photorealistic stuff, and
- it is an excellent supplement to the 3d graphics section of Foley and Van Dam.
- Between the two you are pretty well set for 3d graphics.
-
- --------------------------------------------------------------
- TITLE: 3D Computer Animation
- AUTHOR: John Vince
- PUBLISHER: Addison Wesley
- FOCUS: 3d Computer Graphics
- LEVEL: INTERMEDIATE/ADVANCED
-
- Excellent book on 3D animation in general. Don't get the wrong idea, however,
- because it's not about coding 3D animation libraries. It's about the field of
- 3D computer animation. It's got a lot of technical stuff and discusses a lot
- of the stuff in the field of 3D computer animation, including packages
- available and the technology involved in the field. A damned good book, and
- if you do animations then it's a must have. Some of the algorithms described
- in it are real nice, and since it's recent it's got some good information on
- newer rendering algorithms that some other books don't have. Highly
- recommended.
-
- --------------------------------------------------------------
- TITLE: Flights of Fantasy
- AUTHOR: Chris Lampton
- PUBLISHER: The Waite Group Press
- FOCUS: Writing a 3d flight sim for the PC
- LEVEL: BEGINNER
-
- A lot of controversy has been caused by this book, not because of its content
- but because of widely varying opinions as to its quality. Personally, I think
- that it is a great beginner's book, however the rendering engine is incredibly
- primitive and inefficient. It doesn't cover shading, gradient fill sky lines,
- etc. The renderer iis incredibly crude -- if you are expecting something that
- will let you do a commercial game, keep looking. It dodges the math bullet
- fairly well, which I don't like since if you REALLY want to know 3D graphics
- then you are going to need to know the math. A nice thing about the book is
- that it covers some topics that are hard to find elsewhere, such as joystick
- programming, etc. It doesn't cover advanced video modes (320x240 or 320x400),
- SVGA programming, digitized sound, shading, etc. A great beginner's book, but
- you'll outgrow it soon enough.
-
- --------------------------------------------------------------
- TITLE: Graphics Gems I-IV
- EDITORS: Glassner, Arvo, others
- PUBLISHER: Addison Wesley
- FOCUS: ALL
- LEVEL: INTERMEDIATE/ADVANCED
-
- Some people swear by these books. I don't know. They cover a lot of little
- tricks and tips for a lot of little things, but personally I haven't found
- much use for them, but I'm looking only at the interactive 3D side of things.
- Every now and then a friend tells me "Wow, this one little paragraph in Gems
- [X] gave me a huge insight into what I needed to do and now my [program] is
- MUCH faster". So to be fair, a lot of others have found these books to be
- invaluable. They cover a bit too much ground for me, so I'm still kind of
- hesitant on recommending them to others since it's not readily apparent if
- they will be helpful to you. Your mileage may vary.
-
- --------------------------------------------------------------
- TITLE: Procedural Elements for Computer Graphics
- AUTHOR: David F. Rogers
- PUBLISHER: Osborne McGraw-Hill
- FOCUS: ALL
- LEVEL: INTERMEDIATE/ADVANCED
-
- This is another book by the author of "Mathematical Elements for Computer
- Graphics". This book covers a lot of the stuff that MECG doesn't cover.
- Rogers' style is, in my opinion, incredibly dry, but then again, this is a
- reference book and not "Gone With the Wind". It covers most of the major
- algorithms out there and explains enough where you can get some reasonably
- decent working code from it. As a basic reference it is EXCELLENT and HIGHLY
- recommended. However if you own most of the other books (Foley and Van Dam,
- Watt's, Watt & Watt) then this book isn't going to be a big eye opener -- no
- new algorithms are described, so if you know all of the major ones then this
- book is going to be redundant. HOWEVER, if you haven't started building up
- your library yet, then this book is a great start. A wonderful computer
- graphics algorithm reference. Rogers positions this book as the logical
- followup to MECG, and I agree completely. For example, MECG covers a LOT of
- ground in areas such as coordinate transformations, perspective, etc. whereas
- PECG doesn't cover ANY of the aforementioned subjects. It stresses rendering
- algorithms typically at the polygon level, such as hidden line/surface
- removal, shading, etc. If you don't know your transformations, this book
- isn't going to teach you. As a quick reference, this book is great, too
- ("Gee, how do I implement a scan line Z-buffer again?....").
-
- -------------------------------------------------------------------------------
- END OF RTNEWS
-
-