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- ' ) ) / ' ) )
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- / \_(_/|_/ (_/_ (_/ / (_(_/|_(__<_/ / <_(_)_ / (_</_(_(_/_/_)_
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-
- "Light Makes Right"
-
- October 13, 1994
- Volume 7, Number 5
-
- 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,
- all rights reserved
- 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
- New People
- Ray Tracing Roundup
- Recent Ray Tracing Papers
- Rumor Mill
- AERO Animation/Simulation System version 1.5.1, by Thomas Braeunl
- A Brief Review of [an old] AERO, by Dave Negro
- Photon Tracing, by Chris Thornborrow and Greg Ward
- Faster Than POV-RAY 2.1, by Dieter Bayer
- Z Buffer Based Rendering Program, by Raghu Karinthi
- Gossamer, a Free Macintosh VR/3D Renderer, by Jon Blossom
- Antialiasing Issues, by Arijan Siska
- Microcosm, by Abe Megahed of Cosmic Software
- Fisheye Lens Distortion, by Greg Ward
- Optical Ray Tracers
- Correcting Normal Direction, by Gavin Bell
- Graphics Gems IV Table of Contents, by Paul Heckbert
- Beyond Graphics Gems, by Paul Heckbert
- Radiosity vs. Ray Tracing, by Rico Tsang
- ACM SIGGRAPH Online Bibliography Updated, by Frank Kappe
- How to be Notified of New POV Releases
- PoVSB Windows-based Modeler v0.85, by Jeff Hauswirth
- Porting Rayshade, PBM, etc from Unix to DOS, by Mike Castle
- REYES & Patents, William C. Archibald
- Going from AutoCAD and 3DS into Ray Tracing, by Sean Ross
- Computer Lego Modeling, by Paul Gyugyi
- Rowe's Ray Tracing World BBS, by Harry Rowe
- On Using BSP trees, by Benton Jackson
- Books about Commercial Renderers, by Don Lewis, Jimbo and Yury German
-
- -------------------------------------------------------------------------------
-
- Introduction
-
- Another SIGGRAPH has come and gone, and it was a pretty fun one.
- Getting soaked time and again along with other allegedly intelligent people by
- the whales at the SeaWorld reception was definitely memorable. In many ways
- this conference was better than previous years. The proceedings and course
- notes were also provided on CD-ROM (some headaches on some machines, but
- that's the norm). Being able to move course to course was wonderful (even
- with the headache of getting to and from Stouffer's, which was no fault of the
- conference organizers). The addition of the technical sketches sessions and
- parallel paper sessions were both plusses to me. Note that there are a number
- of great resources on the various CD-ROMs, e.g. the latest release of
- Radiance (since there was a paper on the system in the proceedings this year).
-
- The most noticeable technology for me was Apple's QuickTime VR.
- Nothing earth-shattering, but something which looks to be popular.
- Essentially you can move from view to view of an environment. You have a
- panoramic view of wherever you're located, so you can turn your head, zoom in
- on something, and even look up and down a bit: there's a nice illusion that
- you're interacting with the environment but without having more than a single
- panoramic view for a location. The software does all the distortion
- correction on the fly. The first product that is out using this technique is
- a tour of the Enterprise (TNG) on CD-ROM, and I suspect you'll see a lot of
- Apple's technique in upcoming CD-ROM tours and adventure games (e.g. rumor
- has it the Myst guys were looking at the technique).
-
- So what's this have to do with ray tracing? Well, ray tracing is a
- natural for rendering panoramic views (Ken Musgrave has a Gem on how to do
- this in "Graphics Gems III"). Scanline images can be used and glued together
- and then warped, but ray traced images give you the distortion you need for
- free and at the sampling rates you need where you need them.
-
- This is yet another catch-up issue, where the bits and pieces left in
- the queue since April are gathered up and spewed out now. If anything, have
- the material molder in my files for a few months meant I've culled a bit more
- than usual, leaving a denser filling with a firm yet flakey crust. Food
- imagery aside, there *are* some worthwhile bits in this issue: AERO, a demo
- of Microcosm, a new z-buffer renderer, and so on. Next issue will have more
- juicy stuff (and I really do hope to get it out before the Millenium arrives),
- including an announcement of a non-Pixar-produced shareware RenderMan
- implementation!
-
- -------------------------------------------------------------------------------
-
- New People
-
- # Werner Purgathofer - radiosity, ray tracing, visualization, color
- # Technical University of Vienna
- # Institute of Computer Graphics
- # Karlsplatz 13 / 186-2
- # A-1040 Wien / Austria
- # +43 (1) 58801 4548
- alias purgathofer@cg.tuwien.ac.at
-
- I am a professor of computer graphics, my main job consisting of teaching,
- administration and research. My group consists of about 12 people, including
- a technician and a secretary. We did a lot of ray tracing some years ago,
- including distributed ray tracing (see e.g. Eurographics 86), now we are
- concentrating on radiosity issues. As (forward) ray tracing becomes more and
- more important here, we are almost back where we started!
-
- -------------------------------------------------------------------------------
-
- Ray Tracing Roundup
-
-
- Thought folks might be interested in the On-Line Ray-Tracing Bibliography,
- available over the World Wide Web via URL:
-
- http://www.cm.cf.ac.uk/Ray.Tracing/
-
- Even those without Web clients like Mosaic can check this out by telneting to
- one of these sites:
-
- If you're near: Telnet to:
-
- Switzerland: info.cern.ch or 128.141.201.74
- Kansas, USA: ukanaix.cc.ukans.edu (login as www)
- New Jersey, USA: www.njit.edu (login as www)
- Israel: vms.huji.ac.il or 128.139.4.3 (login as www)
- Slovakia: sun.uakom.cs (slow link; use only from nearby)
- Hungary: fserv.kfki.hu (slow link, login as www)
- Finland: info.funet.fi or 128.214.6.100
-
- Mark Maimone (Mark.Maimone@A.GP.CS.CMU.EDU)
-
- [This is Ian Grimstead's doing, and "bibliography" is a misnomer - it's a
- great place to start looking for all sorts of ray tracing and rendering
- resources, with links to just about everywhere. Really, I could just list
- this site each issue and not have to list most of the other resources that I
- do. -EAH]
-
- --------
-
- The FAQ for comp.graphics.algorithms are available at:
-
- http://www.cis.ohio-state/hypertext/faq/usenet/graphics/algorithms-faq/faq.html
- ftp://rtfm.mit.edu/pub/usenet-by-group/news.answers/graphics/algorithms-faq
-
- Also available at:
- ftp://wuarchive.wustl.edu/graphics/graphics/mail-lists/comp.graphics.algorithms
-
- FYI, all usenet FAQ's are available with Mosaic via:
- http://www.cis.ohio-state/hypertext/faq/usenet/top.html
-
- Jon Stone (jdstone@ingr.com)
-
- --------
-
- A computer graphics related FTP list [maintained by Nick Fotis and myself.
- -EAH] is kept at:
-
- wuarchive.wustl.edu: /graphics/graphics/ray/GraphicsFTP.txt
-
- George Kyriazis (kyriazis@esd.sgi.com)
-
- --------
-
- I've been playing around with HTML and the World-Wide Web lately, and I have
- created hypertext versions of the three latest RTNews issues, with more to
- come when I get the time and energy to do it...
-
- RTNews is at
- http://www.lysator.liu.se:7500/users/ture/rtnews.html
-
- I also have some general graphics stuff att .../graphics.html, and my own
- presentation at .../ture.html
-
- Ture P\aa{}lsson (ture@lysator.liu.se)
-
- --------
-
- Texture Collections
-
- : I'm looking into different texture collections on CD-ROMs. Are
- : there any that are absolutely awesome, or others that should be
- : avoided (i.e. not worth the money)? "Accents" looks pretty nice
- : (in reviews, etc), and also Pixar's $99 offer for "One Twenty Eight"
- : CD-ROM texture collection looks good.
-
- I just finished writing an article on this very topic for Digital Video
- Magazine. It should be in the September issue, and it covers about twenty or
- so packages for the Amiga, Mac and PC, most of them on CD-ROM. The Pixar set
- you mentioned is very good, as are Autodesk's Texture Universe and Texture
- City. Check the article out for more info on a bunch of packages. Hope this
- is helpful.
-
- [Digital Video Magazine is at 603-924-0100 in Peterborough, NH. -EAH]
-
- Dave Thomas (dthomas@bbx.basis.com)
- Moving Pixels
- (Client, looking at image of a sphere on a monitor: "Can we make it rounder?")
-
- --------
-
- Recent Uploads to ftp.cica.indiana.edu
-
- File: desktop/gcad110.zip Date: 940311
- Desc: GammaCAD v1.10 <ASP> - Full featured
-
- File: programr/3dlib30a.zip Date: 940315
- File: programr/3dlib30b.zip Date: 940315
- Desc: C++ & Pascal 3D graphic animation
-
- --------
-
- As a new feature, the fractal FAQ has some links for use with the World Wide
- Web. It can be accessed with a program such as xmosaic at
- http://www.cis.ohio-state.edu/hypertext/faq/usenet/fractal-faq/faq.html
-
- Ken Shirriff (shirriff@sprite.berkeley.edu)
-
- --------
-
- New version of RTrace 8.4.0
-
- There is a new version of the RTrace ray-tracing package (8.4.0) at
- asterix.inescn.pt [192.35.246.17] in directory pub/RTrace. Check the README
- file.
-
- Antonio Costa, Comp. Graphics/CAD (cgcad@bart.inescn.pt)
-
- --------
-
- New Game Programming FTP-Place
-
- I have the great pleasure to officially announce the new (pc) game programming
- oriented ftp-place teeri.oulu.fi. It's currently an old sun3, has max 20
- user limit, is located in Finland (Europe) and has about 40M more or less game
- programming oriented material online + lots more to come.
-
- teeri.oulu.fi:/pub/msdos/programming
- (uploads to teeri.oulu.fi:/incoming with a .txt file, please)
-
- There are graphics libs, sound libs, hardware tech specs, file format specs,
- drawing utils, music composing utils, sample game source, some carefully
- selected FAQs, file format converters, all 3 known Game Programmers Magazines,
- is the official home && dist site for Game Programmers Encyclopedia etc. etc.
-
- The PC Games Programmers Encyclopedia 1.0 (PC-GPE) is in
- /pub/msdos/programming/gpe/pcgpe10.zip
-
- Jouni Miettunen (jon@stekt.oulu.fi)
-
- [Another place to look for PC related graphics source code is:
- ftp.uwp.edu: /pub/msdos/demos/programming/source -EAH]
-
- --------
-
- PCFormat (UK) RTPics on cover CD
-
- Just thought UK readers might like to know that this month, PC Format magazine
- have launched a copy which comes with a CD rather than the usual disks. On it
- are over 150 ray-traced images, most of which are pretty stunning and in at
- least 640x480 (GIFs though :-(, so only 256 colours). The ray-traced trees
- generated with LParser are particularly gobsmacking! Even 'Frosty' is on
- there, but compared to the rest, I found it to be pretty average (sorry Dan,
- but I think some of your others are MUCH better).
-
- IMHO, it's well worth a look, and Pc Format can be reached at
- format@compulink.cix.co.uk if you want to try & persuade them to put more
- ray-tracing stuff on the disc in future (such as source files, image data
- etc).
-
- PS: The Bowling.GIF has incredible motion blur (dunno what it was done on
- though!)
-
- William Turner (wturner@acorn.co.uk)
-
- --------
-
- Geombib Reminder
-
- Otfried Schwarzkopf has set up an experimental server on the world-wide web
- for the geometry biblio; you can try it by pointing your browser (e.g. mosaic
- for xwindows) at
-
- http://www.cs.ruu.nl/people/otfried/html/geombib.html
-
- The server can be used to do remote searches on the bibliography (it has
- biblook under the hood). When the entry has been annotated with the new URL
- field, the server will recognize this and allow you to download the network
- object pointed to, e.g. a Postscript copy of a techreport. (You can find
- some examples by looking for "ftp" in "any" field.) If you have comments or
- suggestions regarding the server, please send them to otfried@cs.ruu.nl.
-
- If you wish to join the computational geometry mailing list, send email with
- body of "subscribe geombib" to majordomo@cs.usask.ca. Beware that mail sent
- to geombib-request@cs.usask.ca gets a form letter from majordomo but not a
- subscription.
-
- [You can FTP the bib from cs.usask.ca: /pub/geometry/geombib.tar.Z -EAH]
-
- Bill Jones (jones@skdad.usask.ca)
-
- --------
-
- Animation FTP Site
-
- toe.cs.berkeley.edu in directory /pub/multimedia/mpeg/movies
-
- has some quite good mpeg streams including the morphing sequence from Michael
- Jackson's 'Black and white' video.
-
- Jim Marsden (ee_c456@vulture.dcs.kingston.ac.uk)
-
- --------
-
- I have recently completed version 1.1 of RenderCAD-PRO, a modeling and
- ray-tracing application for the Macintosh. Its easy graphic user interface
- can be used to generate photo-realistic single images and multi-image
- animations. A free demo (requires Mac w/ FPU co-pro) of this $45 package is
- available. Please send info requests to...
-
- Paul Rybarczyk (prybarc@heartland.bradley.edu)
-
- --------
-
- If you have direct Internet access, you can learn about BRL-CAD via:
-
- ftp to ftp.arl.mil, directory /brl-cad
-
- Mosaic/WWW to the following URL:
- http://www.brl.mil/software/brlcad/index.html
-
- Lee A. Butler (butler@ARL.MIL)
-
- --------
-
- The current version of the Stereogram FAQ is in the HTML file at
- http://www.cs.waikato.ac.nz/~singlis/sirds.html
- or can be FTPed from:
- katz.anu.edu.au [150.203.7.91] : /pub/stereograms
- (which also has a lot of other SIRDS related information)
-
- [Stereograms are those things you see in the mall (trade name "Hollusion")
- that you try to stare at and defocus and see the dinosaur or whatever in 3D.
- I could never see the effect until I learned about the techniques listed in the
- FAQ. Fun illusion, and it turns out to be very easy to implement as a post
- process to a ray tracer - I believe people have already done it for POV and
- Rayshade. Also, at the listed FTP site there is a ray tracer called raysis
- which is devoted to this task. To do this stuff yourself you can try to
- decode the FAQ (it's a tad cryptic when it comes to actually saying what to do
- for SIS), buy the new book _Create Stereograms on Your PC_ by Dan Richardson,
- Waite Group Press, or wait an issue: I hope to write up the 20-30 lines of
- code I used to add it to my renderer for the heck of it. -EAH]
-
- --------
-
- Raytech is a BBS specialising in ray tracing. It is located in northern
- Scotland, and their telephone number is 44-862-832020.
-
- Adam Fulcher (afulcher@cix.compulink.co.uk)
-
- --------
-
- Just about everything that always gets asked over and over again on
- rec.games.programmer is covered in the latest Dr. Dobbs: circle, ellipse,
- line, texture mapping, landscape generation, and even ray-tracing. So before
- you ask get that episode (#216 July 1994 ddj).
-
- Ben (sbc5a@helga6.acc.Virginia.EDU)
-
- --------
-
- RT Ray Tracer
-
- I have implemented a CSG Ray Tracer with lots of primitives, textures,
- bounding volumes in C (but I've no multi-processing/wire-frame stuff).
-
- My Ray Tracer is called RT and is available on
- ftp-os2.nmsu.edu:os2/2_x/graphics/rt.zip. It comes with full portable C
- source and uses the GBM module for file I/O (found in same directory as
- gbmsrc.zip). I will refresh it with a version less sensitive to rounding
- errors sometime soon.
-
- Andy Key (ak@hursley.ibm.com)
-
- --------
-
- Equation for a Cow, er Frog
-
- There are some datasets at:
-
- http://george.lbl.gov/ITG.html
-
- including a rasterization of a frog that was made by freezing, slicing, and
- scanning. (They planned to do an MRI scan, but frogs don't scan well.)
-
- There's also MRI data for an orange, a tomato, a pumpkin, and a rat.
-
- Roger Critchlow (rec@arris.com)
-
- --------
-
- The WorldToolKit User's Group (SIG-WTK) electronic archive is located at
-
- artemis.arc.nasa.gov: /sig-wtk
-
- This anonymous ftp site serves as the software and documents library for the
- SIG-WTK. It is intended to serve the needs of active WTK users and other
- parties interested in WorldToolKit.
-
- The site is organized within the ~ftp/sig-wtk as follows:
-
- incoming/ for anonymous contributions
- models/ 3D objects in various formats (NFF, DXF, etc.)
- textures/ textures in various formats (SGI, Targa, etc.)
-
- [Note that the NFF format referred to is Sense8's NFF format, not mine. -EAH]
-
- Terry Fong (terry@ptolemy.arc.nasa.gov)
-
- --------
-
- Wavefront site:
-
- http://wavefront.wti.com
-
- (WWW only?)
-
- Kevin Bjorke (bjorke@pixar.com)
-
- --------
-
- The author of TextureSynth (Joshua Jeffe) has written a new texture
- generating application called TextureScape, which uses postscript shapes as
- the basis of really cool, resolution-independent textures. It can also be used
- to create animated textures for use in multimedia. TextureSynth is
- published by Specular International (call 1-800-433-SPEC for more info).
-
- Peter E. Lee (lee@cs.umass.edu)
-
- --------
-
- 3D Studio utils uploaded to Avalon
-
- I have uploaded 3D Studio IPAS routines and utilities to
- avalon.chinalake.navy.mil (129.131.1.225) /pub/utils/3ds/
-
- Each file is accompanied by a .txt file. I didn't write, haven't used, don't
- know anything else about these utilities. Just passing them on.
-
- If you have any problems connecting to avalon, try its mirror site:
- Kubota Pacific, ftp.kpc.com (144.52.120.9) /pub/mirror/avalon
-
- Pat Kane (prkane@nyx.cs.du.edu)
-
- --------
-
- Also at avalon.chinalake.navy.mil, in the pub/misc directory, are all sorts
- of interesting PC software, including the fabled TrueSpace Caligari demo
- version (doesn't save/restore; ts_demo.zip), a Real3D demo (which is supposed
- to be tough to use without the documentation), and other interesting things.
-
- --------
-
- Acoustic Simulation
-
- Renkus-Heinz, a speaker manufacturer from California, distributes EASE
- (Electro Acoustic Simulation for Engineers), and EASE Jr. Both run on MS-Dos
- systems. Ease also supports aurilization using a companion program called
- EARS and a DSP board. Ease allows you to calculate reverb time, impulse
- response, frequency response of systems, ray tracing, and perform sound system
- design. Ease Jr allows reverb time and sound system design calculations.
- Both programs allow wireframe room models to be built in the program, or
- importation of 3-D DXF files.
-
- Jay Paul (jaypaul1@aol.com)
-
- [it had the magic words "ray tracing" in there, so I included it. -EAH]
-
- --------
-
- Blob Sculptor Update
-
- We have released Blob Sculptor for Windows 1.0. It has the same functionality
- as the DOS version. Ron Praver ported the DOS version to Windoze. [look
- around on ftp.povray.org, I think it's in there somewhere. -EAH]
-
- Blob Sculptor, ver 2.0 for _DOS_ is almost ready to be released. The new
- functionality includes:
-
- * better user interface
- * camera can be interactively located
- * support for multiple blobs, i.e. components within a blob interact
- with each other but blobs don't interact with each other
- * sphere, cones and cylinder shaped components
- * faster preview mode
-
- Version 2.0 has been beta tested for some time and already has produced some
- awesome images. For example, Edgar L. Ibarra has produced various images
- including cartoon-like characters: dog, candle holder (a la Beauty and the
- Beast), and a baby. You can find these at CompuServe's GraphDev forum. He
- renders the objects with Imagine 3.0.
-
- I've been working on a spline blob component. The component consists of 3
- points which are created in 3D space. A spline is used to interpolate them
- and a radius is defined to give the object a bent cylinder look. The
- component also permits the modification of a tension parameter which gives the
- user more versatility without the need to use more points. Uses for this, you
- ask? well, if you want to create the fingers in a hand you don't need to use
- spheres or 2 or more cylinders to do the job...just 1 spline blob will do the
- job. Think of a spline blob as a generalized cylinder or playdough in the
- shape of a cylinder which can be bent.
-
- Alfonso Hermida (AFANH@STDVAX.GSFC.NASA.GOV)
-
- --------
-
- Radiance Related
- ================
-
- SIGGRAPH Proceedings Distribution
-
- Other than a paper about the Radiance system in the SIGGRAPH '94 Proceedings,
- the entire Radiance system is included on the Proceedings CD ROM. It's in
- /papers/ward/rad2r4.tz (uncompress and read .tar, I assume).
-
- Eric Haines
-
- ----
-
- Radiance vs. POV
-
- I have found Radiance to be comparable in speed to POV. Once the octree is
- generated the tracing times are even shorter than POV. It has very efficient
- pruning and the tracing times go up less than linearly with the increase in
- the number of polygons in a scene. And besides - the results are MUCH better
- in terms of realistic-looking lighting and better-looking surfaces. In my
- opinion Radiance is the best ray-tracing package on any platform - I use it on
- an Amiga. The main problem with Radiance is lack of a good modeler and the
- many other support programs that are available for POV.
-
- Alison Colman (acolman@magnus.acs.ohio-state.edu)
-
- --------
-
- POV Related
- ===========
-
- Andy Wardley (abw@dsbc.icl.co.uk) notes:
-
- I've just uploaded geodome1.zip to uniwa which is the utility for creating the
- geodome data models.
-
- Non-PC users will be glad to hear that it *does* include source.
-
- --
-
- Harry Rowe (Harry.Rowe@wedowind.meaddata.com) comments:
-
- Like others, I would just like to say GREAT scene! The sky is one of the best
- I've seen. I scarfed the GIF and your utility from uniwa and placed it on my
- BBS (Rowe's Ray Tracing World BBS (513) 866-8181). It will be on my custom
- 600 meg Ray Tracing/Graphics CD coming this fall
-
- ----
-
- The POV-Utilities 2.0 for the Mac have hit the streets. The package is now
- available on CompuServe, Go GRAPHDEV, Lib 8, POVUTL.SIT. It is also available
- via anonymous ftp on the internet, from the Australian secondary official
- POV-Ray site, ftp.uwa.edu.au (and ftp.povray.org for N.American users, I
- assume), under pub/povray/utilities/. As always, feedback and bug reports are
- encouraged.
-
- Also look for my shareware System 7 "MooVer" utility, that converts a series
- of (POV-Ray animated?) PICT files into a QuickTime movie with a simple
- drag-n-drop. It should also be showing up on uniwa, and is on
- CIS/GRAPHDEV/Lib 6/MOOVER.SIT.
-
- Eduard Schwan (71513.2161@CompuServe.COM)
-
- ----
-
- New Povray Clipart Available
-
- I've uploaded Povray V2.0 files to avalon.chinalake.navy.mil. They can be
- found at pub/objects/pov. They were all converted from *.obj files found on
- avalon.chinalake.navy.mil in pub/objects/obj.
-
- Keith D. Rule (keithr@tekig7.pen.tek.com)
-
- [many are the free Viewpoint models, plus a few Star Trek thingies. -EAH]
-
- ----
-
- POV Utility Information on the WWW
-
- I have just set up a WWW page for POV utilities, containing information about
- a few popular ones, and also allowing you to download them directly from the
- page. For most people that should be faster than the various ftp sites, as
- well as having the advantage that you actually get some info on what the
- utility is about.
-
- The URL is http://www.ifi.uio.no/~mariusw/pov/utilities.html
-
- Please give me feedback and point me to utilities you think should be on the
- pages.
-
- Marius Ibenhardt Watz (mariusw@ifi.uio.no)
-
- ----
-
- Some utilities of note: MORAY (1.5 of course !), SUDS, CTDS, POVCAD, TGA2GIF,
- TTG, DXF2POV and RAYLATHE, just to mention a few.
-
- [from the POV newsletter]
-
- ----
-
- Faces for POV (Frosty):
-
- There was a thread a while back about Dan Farmer's Frosty picture and
- how we wanted the .POV file. I think in fact most people wanted the face
- data, and on someone's advice on this group I got hold of the face1.3ds,
- face2.3ds and face3.3ds files from avalon.chinalake.navy.mil and converted
- them into .pov form with a utility also on that ftp server. The utility for
- conversion is something like 3dspov18.zip [source for conversion from 3DS is
- included. -EAH]
-
- The results are good, although they come out as 230-320k files that
- might fill up too much space, and take a while to parse. The face are more
- like masks than real faces, but do the job so long as expressions aren't
- needed.
-
- Mr. Jonathan H. S. Peterson (zctyjhp@ucl.ac.uk)
-
- ----
-
- Parallel POV-Ray using PVM
-
- I have written such a thing (somehow). It works like this:
-
- A server is started, that takes all parameters and stuff. The server divides
- the final picture in several stripes. The server spawns some children, that
- each calculate one stripe (10 pixels high). For this, each child starts
- povray with +SL and +EL and writes the result to a file. This file is passed
- back to the server. The server collects all files.
-
- After all stripes have been calculated (a list of calculated stripes is
- maintained, so you can abort and restart the process), all stripes are
- collected into a final picture.
-
- The results are impressive. texture1.pov-demo is rendered in 1-2 minutes
- at 1280x1024 pixels.
-
- Aaron Digulla ([sorry, no address])
-
- --------
-
- Rayshade Related
- ================
-
- Craig Kolb has moved to Stanford, following his advisor Pat Hanrahan, and so
- has pretty much bowed out of maintaining Rayshade. In his place others are
- attempting to glue together all the additions and bug fixes over the years and
- get out a Rayshade 4.1. More news as it happens. Other than this effort,
- there has been an explosion of WWW stuff for Rayshade.
-
- ----
-
- Scattered notes from Craig Kolb:
-
- There's an experimental version of a rayshade homepage available on the Web:
-
- http://www.cs.princeton.edu/grad/cek/rayshade
-
- Thanks to Jelle van Zeijl and Stuart Warmink for providing documents, images,
- and encouragement to set this up.
-
- As some of you might have noticed, I've reorganized and expanded the
- rayshade FTP archive a bit. If you have anything that you'd like to add
- (new primitives, textures, whatever), drop me a line.
-
- Hundreds of surface definitions for Rayshade are available in:
- ftp://ftp.princeton.edu/pub/Graphics/rayshade/Contrib/Libraries/surfdefs.rh.Z
-
- Stephen Peter's excellent notes on using rayshade are now available
- via the rayshade homepage (http://www.cs.princeton.edu/grad/cek/rayshade/),
- and in source form on the rayshade FTP archive as Contrib/Docs/raynotes.tar.gz.
-
- Craig Kolb (cek@Princeton.EDU)
-
- ----
-
- Z Buffer (Range Map) Extension
-
- To get this extension, ftp vacation.venari.cs.cmu.edu (128.2.209.207), don't
- chdir, and use binary mode and download zbuf.tar. You can get documentation
- updates (a patch file and a new file) in the same place: file zbuf-doc.tar.
-
- Mark Maimone (Mark.Maimone@A.GP.CS.CMU.EDU)
-
- ----
-
- The RayShade docs done by Jelle are up as URL:
- http://www.msi.umn.edu/miscdocs/Rayshade/index.html
-
- -- Matt Hughes (hughes@msi.umn.edu)
-
- The Rayshade users' manual can now be reach at MIT via two URLs:
- http://web.mit.edu/afs/athena/activity/c/cgs/lib/html/rayshade/index.html
- and
- http://www.mit.edu:8001/activities/cgs/rayshade/index.html
-
- -Fred, Director, MIT Computer Graphics Society
- (http://www.mit.edu:8001/activities/cgs/mitcgs.html)
-
- ----
-
- For what it's worth, I've included a pointer to Rayshade in the
- Computer Vision Home Page:
- http://www.cs.cmu.edu:8001/afs/cs/project/cil/ftp/html/vision.html
-
- Mark Maimone (Mark.Maimone@A.GP.CS.CMU.EDU)
-
- ----
-
- I've made a sample page of the standard Rayshade images (and just a
- few more :-) available to the Net. There are several ways to get at them:
-
- AFS filesystem:
- cd /afs/cs.cmu.edu/misc/rayshade/all_mach/omega/doc/Examples/
-
- WWW with icons:
- http://www.cs.cmu.edu:8001/afs/cs/misc/rayshade/all_mach/omega/doc/Examples/
- rayimages.html
-
- WWW without icons:
- http://www.cs.cmu.edu:8001/afs/cs/misc/rayshade/all_mach/omega/doc/Examples/
- rayimgtxt.html
-
- anonymous FTP:
- ftp ftp.cs.cmu.edu
- login: anonymous
- passwd: email
- cd /afs/cs/misc/rayshade/all_mach/omega/doc/Examples/
-
- -------------------------------------------------------------------------------
-
- Recent Ray Tracing Papers
-
- [This is a list of some recent research papers related to ray tracing from some
- of the lesser known conferences and journals. -EAH]
-
- ----
-
- [This paper is interesting in that it is the first independent testing of
- Arvo and Kirk's 5D space subdivision ray tracing scheme. -EAH]
-
- G. Simiakakis and A. Day
- Five-dimensional Adaptive Subdivision for Ray Tracing
- Computer Graphics Forum, volume 13, number 2
- (Special Issue: Rendering), pp. 133-140, June 1994.
-
- [George Simiakis can be reached at gns@sys.uea.ac.uk]
-
- ----
-
- Fifth Eurographics Workshop on Rendering
- 13-15 June 1994
- Darmstadt, Germany
-
- RAY TRACING (Chair: Erik Jansen (fwj@duticg.twi.tudelft.nl))
- [Summaries courtesy of Erik Jansen]
- [Really this session is more for global illumination via rays. There
- were many other global illumination papers here. -EAH]
-
- Adaptive Splatting for Specular to Diffuse Light Transport
- Steve Collins
-
- For a two-pass algorithm an adaptive light pass is used that deposits the
- power carried by rays as 'splats' of energy flux on the surfaces using a
- Gaussian distribution kernel. The kernel of the splat is adaptively scaled
- according to the 'ray wavefront' convergence or divergence, thus resolving
- sharp intensity gradients in regions of high wavefront convergence and smooth
- gradients in areas of divergence.
-
-
- Rayvolution, An Evolutionary Ray Tracing Algorithm
- Markus Beyer, N. Sander, Brigitta Lange
-
- In order to increase the statistical efficiency of Monte Carlo integration of
- the rendering equation, evolutionary algorithms are applied to optimize the
- sample distribution. An initial population of rays evolves towards an optimal
- sample ray distribution by application of generic operators and selection
- mechanisms. As a result we achieve an implicit stratification and a better
- convergence towards the actual value.
-
-
- Bidirectional Estimators for Light Transport
- Eric Veach, Leonidas Guibas
-
- Monte Carlo methods do not suffer from the artifacts and limitations that
- standard radisoity methods have to address, but have another well-known
- artifact: noise. A major source of noise is bright indirect light. We can
- construct different light paths between the light sources and the eye
- either starting from the eye or from the light sources, or starting from
- both meeting halfway. The different paths leads to a partitioning of the
- rays. Each partition gives us a different unbiased estimator. Combining
- these estimators may lead to near-optimal variance reduction.
-
-
- A New Raytracing Architecture
- Robert E. Bacon, John A. Gerth, V. Alan Norton, James Kajiya
-
- [withdrawn, unfortunately; mentioned because it sounded interesting. -EAH]
-
- ----
-
- Computer Graphics International '94
- Royal Melbourne Institute of Technology
- Melbourne, Australia, June 27 - July 1, 1994
-
- Rendering and Display
- Kenjiro Takai Miura
- Ray Tracing Gregory-type Patches
- W. Lamotte, K. Elens, F. van Reeth and E. Flerackers
- A Parallel Ray Tracing Algorithm Using Hierarchical Bounding Volumes
-
- Kerry Gigante (kerry@cgl.citri.edu.au)
-
- ----
-
- The Fourth Eurographics Workshop on Animation and Simulation was held
- in Barcelona, Spain September 4-5, 1993.
-
- [This workshop had many papers with interesting titles, but here's the one
- with those magic words "raytracing":]
-
- Combining computer animation and video using bluebox raytracing
- M. Zeiller
- Technical University of Vienna - Austria.
-
- Sabine Coquillart (Sabine.Coquillart@inria.fr)
-
- ----
-
- Abstract from the Sharp Technical Journal, #57 Nov 1993.
-
- The Sharp Technical Journal is a Japanese language publication which
- contains English abstracts for most of the articles.
-
-
- Optimization of Illumination System for LC Projector Using Newly
- Developed "Reverse Ray Tracing Method"
-
- Takashi Shibatani, Hiroshi Nakanishi, Hiroshi Hamada
-
- A new illumination simulation technique using "Reverse ray tracing
- method" has been developed as a design tool for an illumination system
- of an LC projector with a microlens array. In this method, rays are
- traced from an illuminated plane to a light source in opposite direction
- compared to the conventional method. This method have an advantage that
- the numbers of rays to be traced is much smaller than in the case of
- conventional method for required accuracy, and it presents 2-dimensional
- angular distribution of the incident rays, which affect the efficiency
- of the microlens array.
-
- An illumination system for a single-panel LC projector with microlens
- array with a newly developed correction lens and an aspherical mirror is
- optimized to improve brightness of a screen employing this simulation
- method.
-
- Dr. David K. Kahaner (kahaner@cs.titech.ac.jp)
-
- [Copies of previous reports written by Kahaner can be obtained using
- anonymous FTP from host cs.arizona.edu, directory japan/kahaner.reports.]
-
- -------------------------------------------------------------------------------
-
- Rumor Mill
-
- [A new feature - this is simply snippets of tantalizing information from the
- net that I saw no follow-up about. If anyone has any details about these
- items, let us all know. -EAH]
-
- John T. Chapman (jtc1@cornell.edu) notes:
-
- By the way - there's a CD-ROM rendering/ray-tracing tutorial offered through
- Tiger Software and others. It supposedly has stuff on Ray Dream Designer,
- along with other programs. Has anyone seen this? Is it for RDD 3.0 or
- earlier? Is it worth the money? (There is apparently two versions - a
- 'sampler' at about $19 or so and the full version at about $90 or so.)
-
- ----
-
- Vareck Bostrom (bostrov@CSOS.ORST.EDU) says:
-
- Didn't they have a Intel Paragon doing 1 frame/sec 1024x768 or so ray tracing
- at supercomputing '93? I didn't see it myself, but my friends that did said
- it was impressive.
-
- ----
-
- NURBS Rendering, by Henrik Wann Jensen
-
- Jouko Vuoskoski (jvuoskos@suca01.cern.ch) wrote:
- : 1) What is the "normal" method to do ray-tracing with
- : B-splines (or NURBS)?
-
- : 2) How can I do it fast (with less accuracy)?
-
- : I was thinking to ray-trace with facets from the control
- : polygon of the B-spline. Halving the knot intervals I could
- : get more accuracy. Is this right approach?
-
- You are right. The easiest way and also fastest (often stated) is to created
- a facet representation of the NURBS-surface and halving the knot intervals is
- the way to do it. I know there is some source-code floating around - try
- archie and search for nurbs.
-
- [I vaguely recall there being some spline surface intersection code around and
- about, but does anyone have any hard info? -EAH]
-
- -------------------------------------------------------------------------------
-
- AERO Animation/Simulation System version 1.5.1, by Thomas Braeunl
- (braunl@hermes.informatik.uni-stuttgart.de)
-
- AERO is an X-window based tool for simulation and visualization of rigid-body
- systems. AERO contains a 3D scene editor for designing simple blocks world
- scenes. Objects may be placed in space, linked to each other, and forces may
- be exerted onto them.
-
- In animation mode, the simulation of the scene entered is carried out in real
- time (depending on scene complexity) displaying 3D wire frames. Also, a flag
- can be set to generate scene description files for each time point as input
- files for a ray tracing program, producing photorealistic output.
-
- In both modes, wire frame and ray tracing scenes, the generation of stereo
- images is possible. In the case of real time wire frames a red-green
- representation of the scene is rendered, which can be viewed with red-green
- glasses. For the ray tracing output, a binocular pair of scene descriptions
- is generated for each time step.
-
- AERO can be used for exploring the physical laws of mechanics and also for
- generating realistic computer animations. AERO is available free of charge as
- public domain software. Software and documentation can be copied via
- "anonymous ftp" over the Internet.
-
- The address of our server is:
- ftp.informatik.uni-stuttgart.de (currently 129.69.211.2)
- The directory is:
- pub/AERO
-
- [Note that AERO 1.5.1 now outputs POV-Ray 2.2 format. I believe AERO is
- mirrored on wuarchive, though check version numbers with archie. This system
- looked to be pretty cool - you can simulate physically based phenomena.
- There's also a paper about the system and the algorithms used. Admittedly the
- primitive set is limited (spheres and boxes), but Olli Vinberg
- (vinberg@cc.helsinki.fi) pointed out that you can run the simulation, output
- the results, and substitute the primitives with your own complex objects.
- -EAH]
-
- -------------------------------------------------------------------------------
-
- A Brief Review of [an old] AERO, by Dave Negro (dln2@cornell.edu)
-
- My room-mate is running Linux and I learned about AERO last [school] year and
- made him install it. Haven't had any time to play with it this year, though.
- I can tell you some of the things that I remeber from last year.
-
- 1) The simulations were great! I found the emulation of real life was great
- and could be used to make some great animations.
-
- 2) Editing was a little awkward but then again I wasn't able to fully get
- accustomed to it myself. There was of course the standard primitives (Sphere,
- Cone, box etc)
-
- 3) Textures were lacking. The selection and editing of textures left a lot to
- be desired.
-
- 4) A separate .pov file is created for each frame! There is no way to make an
- include or anything for static objects. Thus editing the files would be
- nearly impossible to do with each frame!
-
- 5) Adding things to the scene but not with the tools in the AERO editor would
- again be extremely difficult.
-
- 6) There were still some things that needed to be worked on like the open
- dialog and save. Biggies in my opinion.
-
- Well, that is all I can remember for the moment. But let me remind you that I
- have not touched the program in a year, so I don't know if has changed at all,
- and I wouldn't totally trust my memory either.
-
- -------------------------------------------------------------------------------
-
- Photon Tracing, by Chris Thornborrow (ct@opal.epcc.ed.ac.uk) and Greg Ward
- (greg@pink.lbl.gov)
-
- Chris Thornborrow writes:
- OK onto the questions. I am writing a raytracer which does the following:
-
- a) Ordinary raytracing
- b) Distributed raytracing for lighting
- c) Path tracing (Kajiya)
- d) Photon tracing
-
- Now I need to be able to bias random vectors to do these *efficiently* but I
- am unsure how to do this. First off then, to generate a random direction
- vector from a point, I generate a random vector in the unit cube and reject
- those that lie outside the unit sphere. This has a 50% rejection rate. Can I
- do better without approximations (I know about generating a 0..1 element and
- then a random angle).
-
- The problem above appears compounded for a random vector within some solid
- angle of another vector. Currently I generate a random vector (as above) and
- then reject ones out with the solid angle (using a dot product). This is
- awful. Very small angles can be approximated by generating within a cone but
- larger (say 20 solid degrees) give obviously biased distributions this way.
-
- Now my real problem. Given an incident angle of a photon (ray) and the
- surface normal and the BRDF, how can I generate a random reflection/refraction
- angle that done many times would give the proper distribution defined by the
- BRDF. In other words, how can I bias the angle of perfect reflection in some
- pseudo-random manner, so that a great number of samples of those directions
- have the same distribution as the BRDF ?
-
- Obviously this is trivial for perfectly diffuse surfaces, its the others I
- worry about :-). I'd like to do this without rejection testing - is this even
- possible without rejection testing ?
-
- ----
-
- Greg Ward answers:
-
- Let me start by saying that I'm not the world's foremost expert on Monte Carlo
- sampling, but I have written a ray-tracer that does some of what you're
- asking. I assume you have read some books on Monte Carlo sampling already,
- such as Rubenstein's 1981 treatise, "Simulation and the Monte Carlo Method"
- (Wiley, NY). Professor Pete Shirley of Indiana University has also written a
- fair amount on Monte Carlo methods in ray tracing, though all I have in front
- of me is something from his 1992 course notes on Global Illumination (course
- 18 that year), which I'm not sure you can find easily. (I seem to remember
- that someone put a bunch of Monte Carlo examples in a Graphics Gems book. It
- would have to be GG III, since that's the only one I don't have.)
-
- The trick is to compute a cumulative probability function and invert it. In
- many cases, this can be done analytically. In the case of the random
- direction vector, it can even be solved by inspection. You need only generate
- two random angles, altitude and azimuth, and convert it back to a Cartesian
- vector. Rejection sampling is unnecessary. Likewise, for the vector in the
- solid angle of another vector, you can limit your polar angle to the cone you
- have selected, 20 degrees in your example.
-
- Arbitrary BRDF's are another matter. Rejection sampling is the most general
- method, but there is a more efficient way to go. As you probably know, many
- BRDF's are highly peaked, and using rejection sampling means you may have to
- test hundreds of ray directions before you get one that isn't rejected. The
- more efficient approach is to generate a cumulative distribution table and
- invert it. I haven't done this myself, so excuse me if I'm a little foggy on
- the details:
-
- 1. Select a resolution limit for the polar and azimuthal angles in your ray
- direction calculation, somewhere around 5 degrees should be good.
- (This is the only real limitation to this technique.)
-
- 2. Create a 3-dimensional table of real numbers. The first dimension is the
- number of polar angles, the second dimension is the number of
- azimuthal angles, and the third dimension is the product of the two,
- i.e. float cuml_prob[N][M][N*M];
-
- 3. For each reflected polar and azimuthal angle, do the following:
-
- 3a. For each incident polar and azimuthal angle, compute the BRDF
- times the cosine of the polar angle times the sine of the
- polar angle and add it to a running total. Store this sum at
- the appropriate point in the table created in step 2.
-
- 3b. Once done, your sum should equal the total reflectance, which
- should be less than one (but greater than 0!) if you have a
- valid BRDF. If it doesn't, you might want to report an error,
- but you can proceed with the calculation regardless.
-
- 4. You have now filled a 6.5 Mbyte table, and this completes the
- initialization phase. (Storing this sucker to disk wouldn't be a bad
- idea.)
-
-
- Now, when you have to compute a ray direction, you look up the appropriate
- table for this reflection angle, and:
-
- 5. Compute a uniformly-distributed random number between 0 and 1 or 0 and the
- maximum value in this cumulative table, depending on whether the
- distribution is properly normalized and if you are accounting for
- reflectance with a multiplier or with pure Monte Carlo.
-
- 6. Perform a binary search to find the value in the table that is closest to
- your random number, and determine the corresponding polar and
- azimuthal incident angles. (This is the inversion step in this
- algorithm.)
-
- 7. Jitter your sample uniformly within your 5 degree tolerance (or whatever
- you picked in step 1) to get the final ray direction.
-
- 8. Trace that ray!
-
- Obviously, the above algorithm could benefit from some refinement. Firstly,
- the precomputed table ends up being quite large. The bigger your angle
- tolerance, the smaller it will be, but I can never see it being very compact.
- You can store the whole thing to disk, and just read in the section
- appropriate to the reflection angle in hand when the time comes, and this will
- save on your memory costs at the expense of one or two disk accesses. Also,
- the binary search (step 6) is fast but not free, and it may pay to invert your
- table directly by computing azimuth and altitude angles corresponding to two
- random variables. This would require a little more thought, but I think it
- could solve both of these problems. The only catch is that you still want
- some way of jittering the final result so as to avoid sampling a discrete set
- of directions, and the distance between adjacent points in the table will vary
- with such a scheme. (Shouldn't be a problem, though.)
-
- Has anyone implemented something along these lines who could help us out? Pete?
-
- -------------------------------------------------------------------------------
-
- Faster Than POV-RAY 2.1, by Dieter Bayer (dieter@cip.e-technik.uni-erlangen.de)
-
- [This bent my mind: someone actually implemented my light buffer algorithm?
- Astounding! -EAH]
-
- A modified, sped-up and unofficial version of the
- Persistence of Vision Ray-Tracer Version 2.2.
-
-
- Faster than POV-Ray (FTPOV-Ray) speeds up calculation of images by using some
- kind of direction cubes for primary rays (the vista buffer) and shadow rays
- (the light buffer) at the cost of additional preprocessing time and greater
- memory usage. The bounding slab hierarchy used by POV-Ray is projected onto
- the viewing plane and each point light source a priori. Thus the number of
- ray/slab-tests is reduced. Furthermore some modules have been modified to
- eliminate unnecessary calculations and automatic bounding has been improved.
-
- The modified source code in the archive FTPV21S.ZIP may only be distributed
- together with this text and the file POVLEGAL.DOC that is part of the official
- POV-Ray package. To use the source code you'll need the original POV-Ray 2.2
- distribution.
-
- WARNING!!! If you use FTPOV-Ray you'll do it at your own risk! And don't
- forget that the POV-Ray team isn't responsible for this version.
-
- I have uploaded the source code and executables for MS-DOS and OS/2 2.x to
- ftp.informatik.uni-oldenburg.de and wuarchive.wustl.edu
- (/pub/graphics/graphics/ray/pov/pov-dkb-archive/incoming).
-
- -------------------------------------------------------------------------------
-
- Z Buffer Based Rendering Program, by Raghu Karinthi (raghu@cerc.wvu.edu)
-
- [I tried this out and got some funky lighting problems (perhaps fixed by now),
- but it seemed essentially sound. It's nice to see a z-buffer for a switch
- (lots harder to write than a basic ray tracer). Hey, it reads NFF files, so I
- like it ;-> -EAH]
-
- We have developed a Z bufffer based rendering program in the West Virginia
- University. The key features of this program are:
-
- (a) Reads a variant of the standard Neutral File Format (NFF) as input
- (b) Outputs a 24 bit color TARGA file
- (c) Uses accurate fixpoint arithmetic in all its calculations
- (d) Works in X windows environment. We have tested it on Sun Sparc machines.
-
- This software is available via anonymous ftp. The software includes two
- sample files, including the teapot. We would appreciate any feedback you can
- give us on this software. We are quite impressed by the quality of the images
- produced. Enjoy the use of this utility!
-
- FTP from 157.182.44.36: pub/sources/ZRendv1.tar.Z
-
- Below is a short description of the software.
-
- Raghu Karinthi
- Department of Statistics and Computer Science
- Concurrent Engineering Research Center
- West Virginia University
- Morgantown, WV 26506-6506
- Voice: (304) 293-7226
- Fax: (304) 293-7541
- Email: raghu@cs.wvu.edu OR raghu@cerc.wvu.edu
-
-
- Description:
-
- Often times, I have seen a question on the net for an accurate Z buffer
- rendering implementation producing 24 bit color output along with facilities
- for viewing the same. We needed one ourselves as a benchmark for our work on
- parallel rendering. This document describes a program that we developed for
- this purpose. We have leveraged a number of public domain utilities and
- defacto standards in our development, and hence this program does not have any
- fundamental algorithms, it integrates existing ones effectively.
-
- This describes briefly our implementation of the Z buffer rendering algorithm.
- The rendering pipeline has the following steps:
-
- 1. Reading the input file.
- 2. Computing the light intensity at the vertices. Later, Gouraud
- shading is used for interpolating the light intensity.
- 3. Computing the view transformation matrix.
- 4. Applying the view transformation to all the vertices
- 5. Rasterization, and writing to framebuffer.
- 6. Writing framebuffer to a TARGA file.
-
- Subsequently, one can display the TARGA file, by invoking a separate utility
- (included with this package).
-
- This rendering program leverages of several public domain utilities. The
- matrix library is from the SPHIGS package from Brown University. The view
- transformation matrix also is computed using the code from the SPHIGS package.
- Rasterization is based on fixed point arithmetic. Fixed point arithmetic
- library is from the directory "accurate_scan" from Graphics Gems III
- contributed by Kurt Fleischer. The rasterization code used in this program is
- a modification of some code from the same source. We compute 24 bit color
- (R,G,B) at each pixel and write it to a TARGA file. The functions to do write
- in TARGA file format are from the "LUG" library due to Raul Rivero. The
- program "sx11" to display a TARGA file is also from the same library. We have
- extracted these two utilities from the LUG library and provided them in the
- subdirectories "tga" and "sx11".
-
- Input File Format: The file format we use is a modification of the Neutral
- File Format (NFF) described in the Standard Procedural Database (SPD) of Eric
- Haines. The modified NFF is described in the file called NFF in this
- directory. One can also look at the sample files. In the NFF file format,
- perspective projection is assumed.
-
- -------------------------------------------------------------------------------
-
- Gossamer, a Free Macintosh VR/3D Renderer, by Jon Blossom (jonbl@microsoft.com)
-
- Gossamer 2.0, a real-time 3D walkthrough engine for the Macintosh, is now
- available - for FREE!
-
- Gossamer is a very fast, general 3D polygon rendering engine. This version
- radically improves speed over version 1.1, fixes a number of bugs, and focuses
- on a more coherent user interface for "experimenters."
-
- Version 2.0 also supports object and world files based on the Rend386 PLG and
- WLD formats. The Gossamer 2.0 package includes a number of sample worlds and
- objects ported directly from the PC to the Macintosh, and there are others
- available on bulletin boards, electronic services, and ftp sites all over.
-
- The package is available for anonymous ftp from ftp.apple.com in the
- pub/VR/graphics.systems directory.
-
- If you have a Macintosh and are interested in 3D graphics, this will be well
- worth your time.
-
- The system requires a 68020 or better processor Mac running system 7 or system
- 6.x with 32-bit color QuickDraw. A color display is nice but not necessary.
-
- If you like Gossamer 2.0, please let me know!
-
- -------------------------------------------------------------------------------
-
- Antialiasing Issues, by Arijan Siska (arijan@kette.fer.uni-lj.si)
-
- I want to get some attention to the (in my opinion) a very serious issue:
- antialiasing.
-
- When a raytracer with a finite resolution (obviously a resolution cannot be
- infinite) renders an image jagged edges appear in picture (or in case of an
- animation, when difference between two consecutive frames is large (when
- objects move fast), animation tends to flicker).
-
- These type of problems can be solved by two approaches:
-
- - supersampling: is a very very expensive method, since it involves much
- extra (often unneeded) calculation, but generally it gives very good results
- (image quality).
-
- - adaptive sampling: implies that there exists some criterion function, upon
- which you can decide whether you should subdivide further to gain a more
- precise answer or you should be satisfied with the approximation you already
- have. Note that in general there is no way to make this decision function
- absolutely correct. The best counterexample that I can think of is a thin
- wire fence in front of uniform background. If you use textures with rapid
- changes it can happen that you subdivide (to the maximum level) 80% of the
- pixels, which is effectively supersampling, but slower (you need to evaluate
- criterion function all the time). I don't see how some kind of preprocessing
- could help you with criterion function, since all those reflections
- refractions .... are there.
-
- ----
-
- Steven C. Demlow (demlow@cis.ohio-state.edu) replies:
-
- I played around with a variety of AA approaches in both my own ray tracer and
- the public domain POV ray tracer. I tried various derivations and
- combinations of supersampling, stochastic jittering, adaptive methods, and
- filtering. For the animation project I was working on I ended up using 4x4
- stochastically jittered grids on each pixel and a tent filter that extended
- into the (cached, of course) grids of neighboring pixels. I've been working
- on using a hexagonal grid instead of a rectangular one (this gets tricky when
- you try to overlap the arbitrarily-sized filtering grids of adjacent pixels).
- The hex grid supposedly provides close to an optimal ray distribution for AA
- purposes.
-
- It sounds like you would do well to add filtering to your ray tracer - it can
- help a lot.
-
- The conclusion I came to, after eight months of rendering on a bunch of
- HP7?0s, was that ray tracing is not the way to go to generate a lot of high-
- quality images. :) I love ray tracing but there are reasons that it sees
- little use in production environments.
-
- ----
-
- Andy Key (ak@hursley.ibm.com) replies:
-
- I implemented Whitted Adaptive Supersampling as my anti-aliasing mechanism.
- Really, the test of seeing whether to subdivide is tiny compared to the cost
- of spawning a ray. I support un-anti-aliased, and whitted. I was going to
- add unconditional-supersampling to improve the case when I have fine detail
- textures, but I am not sure it will buy me a noticeable difference if I do.
-
- -------------------------------------------------------------------------------
-
- Microcosm, by Abe Megahed of Cosmic Software (cosmic@world.std.com)
-
- [I include this here as there is a free demo and images available. It's a
- nice system, allowing a wide range of interactive techniques with ray tracing,
- and last I heard they were adding support for native graphics packages (e.g.
- Starbase on HP's), multiple windows, and picking - they're up to version 1.4
- or so by now.
-
- This package was also the easiest system I ever dealt with for rendering on a
- network (not that I've dealt with a lot, but...): I simply started up the
- daemons, let the software know which computers to use (HP workstations, in my
- case), and let the software suck up resources and render at great speeds.
- Impressively painless. -EAH]
-
-
- Microcosm, Version 1.2, New Product Announcement / Free Demonstration Version
-
- A new version of Microcosm is being released for many popular platforms
- including:
-
- * IBM PC / MS-DOS
- * DEC / Alpha
- * DEC / MIPS
- * HP 9000 Series 700 (Snake)
- * Sun Sparkstation
- * IBM RS 6000
-
- Microcosm offers the highest quality rendering features such as ray tracing,
- texture mapping, bump mapping, and Phong shading as well as interactive
- animation capabilities. A free demo version and over 100 example description
- files of animations, simulations, interactive environments, objects, and
- pictures is available via anonymous FTP.
-
-
- What is Microcosm?
-
- The Microcosm system is composed of a set of advanced 3D graphics routines
- which is controlled by a simple, high level interpreted programming language
- called SMPL for 'Simulation / Modeling Programming Language'.
-
- This gives even the novice programmer the power and flexibility to easily
- create graphics applications which could only previously be done with great
- difficulty and expense in low level languages such as C. Since the language
- is interpreted, you may change things and immediately re-run your graphics
- program without waiting for the computer to re-compile it. It's fun and easy
- - like programming an Apple II on steroids!
-
- Most computer graphics intensive programs spend at least 95% of their time in
- the rendering, so using the interpreter to control the renderer doesn't slow
- the graphics down by more than 5% over a fully compiled program.
-
-
- Features of Microcosm
-
- Microcosm incorporates a number of totally new and innovative rendering
- algorithms in a well integrated system. Some interesting features are as
- follows:
-
- Rendering Features:
- * Shading Language
- * Surface Mapping
- * Procedural Textures
- * Real-Time Soft Shadows, Reflections, and Transparency / Refraction
- * Interactive Coarse Ray Tracing
- * Clean Line (Silhouette) Rendering Modes
- * Shaded Rendering Modes
- * Ray Tracing
- * A Choice of Projections
- * Hierarchy
- * Stereo Rendering
-
- Modeling Features:
- * Procedural Modeling
- * Fractals
- * Variety of Primitives
- * Extensibility
-
- Programming Features:
- * Easy-to-Read Syntax
- * Procedural, Block Structure
- * Flexible Parameter Passing
- * Built-in Data Types
- * Smart Arrays
- * Nested Comments
-
-
- The demonstration version of Microcosm can be obtained by anonymous ftp at:
- dpls.dacc.wisc.edu: pub/graphics/mcm/mcm_demo.zip. The demo version runs for
- 1 minute before quitting and also is unable to save files, so it can be used
- only to preview simple renderings or animations. A number of finished
- renderings are available in mcm/images to illustrate the advanced rendering
- capabilities of Microcosm. Also provided free are about 100 example
- description files to demonstrate the capabilities of Microcosm.
-
- Please contact us for specific details about these or other platforms. Any
- other information, including price and/or ordering information can be obtained
- as follows:
-
- Cosmic Software Corp.
- 1413 Mound St.
- Madison, Wisconsin
- 53711
- cosmic@world.std.com
- Tel: (608) 259-1776
- FAX: (608) 233-4995
-
- -------------------------------------------------------------------------------
-
- Fisheye Lens Distortion, by Greg Ward (greg@pink.lbl.gov)
-
- Almost all wide angle photographic lenses have a bit of this, but in a
- rendering program it is easier to avoid.
-
- In a perfect perspective image, straight lines will always be straight, no
- matter how wide the viewing angle becomes. Viewing angles can never be equal
- or greater than 180 degrees, however, because the arc tangent blows up. A
- full view angle close to the maximum will cause the center of the image to all
- but disappear, and the view will be dominated by what surrounds the viewpoint.
- (Try it, I guarantee you won't like it.)
-
- In order to get a view of 180 degrees or greater, it is necessary to adopt
- some sort of perspective distortion. Most commercial fisheye lenses use a
- distortion that causes distances from the center of the image to be
- proportional to the geometric angle from the central line of sight. Another
- type of lens creates a view equivalent to taking a hemispherical image and
- projecting it onto a plane, those such lenses are much harder to come by.
-
- Another poster (Benjohn Barnes) mentioned that these effects are easier to
- achieve in a ray tracing program, and he's probably right. I didn't have too
- much trouble implementing these view types in Radiance, and they come in quite
- handy. I can even render a 360 degree fisheye view, where the surround of the
- circular image is actually a single point. Neat trick.
-
- P.S. When it comes right down to it, we all have eyes evolved from fishes.
-
- -------------------------------------------------------------------------------
-
- Optical Ray Tracers
-
- [A common question on sci.optics is what ray tracers there are for lens
- design. Here are some cullings. -EAH]
-
- Mark Butterworth (markb@hpcss01.cup.hp.com - address now invalid)
-
- Instead of driving this subject in to the ground, try the library at your
- university and see if they have:
-
- Modern Optical Engineering by Warren J Smith (he taught me) Applied Optics and
- Optical Engineering by Kingslake volume 3 and volume 8 are good for this
- subject
-
- Warren Smith just published a new one (1992) that is a collection of lens
- designs. I forget the title, something like Optical Engineering: a resource
- manual. Published by McGraw Hill.
-
- The lenses in this book are also available on a disk library for the Genesee
- ray tracing program. Warren designed alot of the lenses used by Panavision,
- just to mention one.
-
- ----
-
- On the commercial side, an excellent package is ORA's CODE V (that's a Roman
- numeral 5). It's highly regarded and we've been happy with it. They'll let
- you have a free trial account on their dial-up VAX.
-
- Optical Research Associates is in Pasadena,CA at (818) 795-9101
-
- J. Sallay (sallay@scubed.com)
-
- ----
-
- In article <ps7Mmch.argil@delphi.com>, argil@delphi.com says:
- >Can anyone suggest a good commercial ray tracing program for general
- >optical design. We are planning on spending a reasonable amount, like
- >up to $1500. We have only experience with much more expensive packages.
-
- I don't think you can beat Zemax in this price range. See their ad in
- Photonics Spectra (p. 19 of the May '94 issue) or Laser Focus World (p. 7 of
- May). You can also send email to focusoft@crl.com They will send a free demo
- disk which is fully functional except that it won't save lenses. They plan to
- post it to ftp servers as soon as they get a readme done. Caution: Focusoft
- is moving to Arizona and turning into Focus Software. They hope to be
- operational by 1 June. The new phone numbers are: voice: 602/749-5646 fax:
- 602/749-0987. (Ken got tired of the California government.)
-
- Steve Eckhardt (skeckhardt@mmm.com)
-
- ----
-
- If you have access to Mathematica (Wolfram Research Inc), there is a Notebook
- called LensLab, available at MathSource.wri.com in directory
- pub/Applications/Engineering/Other, with the item # 0204-343. It is a decent
- ray tracing program with an extensive set of functions for lenses, mirrors,
- prisms etc.. It is relatively slow, unless you run Mathematica on a fast
- Workstation, Quadra, Pentium,... machine.
-
- Rudolf Oldenbourg (rudolfo@mbl.edu)
-
- ----
-
- A good optical tracer is the new Mac version of Beam, from Stellar Software,
- PO Box 10183, Berkeley, CA 94709, Fax 510-845-2139. I helped with the beta
- testing, so I know it's good.
-
- A. David Beach (d.beach@irl.cri.nz)
-
- ----
-
- For a freeware optics ray tracer, try irt52.zip in /pub/irt at
- herx1.colorado.edu. Use anonymous ftp to get this software. It is written
- for MS-DOS window and you need an unzip program to unzip it.
-
- Djamshid Navabi (djamshid@lasa.com)
-
-
- I've tried it: can't get past the demo example without a GPF that causes
- Windows to quit to DOS the next time I try to run irt. If I then try to run
- Windows it tells me something gruesome like "invalid command processor" or
- some such. I'm trying to compile a more responsible set of actions to send to
- the author but I wanted to mention it here to see if any one else has had the
- experience or if it may be my system.
-
- Neal E. Tornberg (tornberg@netcom.com)
-
- -------------------------------------------------------------------------------
-
- Correcting Normal Direction, by Gavin Bell (gavin@krypton.engr.sgi.com)
-
- [There are a lot of polygonal models out there with inconsistent surfaces.
- The problem is this: you're given some random set of polygons and you want to
- consistently orient them outwards so that your ray tracer or z-buffer can use
- backface culling (i.e. ignore visible backfaces) and so speed performance.
- Consistent orientation, that is, getting all the faces to be in clockwise
- orientation, is fairly simple: once you have the mesh of the object, each
- shared edge must be traversed once in both directions. So if two polygons
- share an edge and traverse it in the same direction, then the order of
- vertices of one of the polygons is reversed. Continue the process until all
- shared edges are traversed in both directions or until you get stuck (e.g. a
- moebius strip doesn't work). The next part is to know which side of the
- polygon set is the outside. This can certainly be done manually, but here's a
- method of doing it automatically. -EAH]
-
-
- [someone (sorry, the name was deleted in the posting) writes:]
- >> The user picks
- >> a "Seed polygon" and I recursively "grow" a surface starting at
- >> that polygon, a neighboring (child) polygon is considered to be flipped
- >> if the child traverses the two shared vertices in the same
- >> direction as the parent.
-
- [someone else (sorry, name deleted) writes:]
- >If you are not able to interactively pick such a seed polygon, there is an
- >automatic way, but it takes time to write. The idea is an extension of a
- >point in polygon algorithm. Basically, to find if a point is within a
- >polygon, you can extend a ray from that point to infinity, if the ray crosses
- >an even number of edges of the polygon, the point is outside (where 0 is
- >defined to be even). If it crosses an odd number, it is inside.
- [I think the concept here was to take a vertex and see which side was outside
- by ray tracing. -EAH]
-
-
- A better method:
-
- Consistently orient all of the polygons (you need to know which edges are
- shared to do this, and this isn't possible for some objects-- e.g. mobius
- strips, Klein bottles, etc).
-
- Now, choose the point 'P' in the middle of the bounding box of the object.
- For each triangle in the object, compute a signed volume for the tetrahedron
- formed by the triangle and P. Arrange your calculation so that the area will
- be positive if P is left-hand-side of the triangle and negative if P is on the
- right-hand-side of the triangle. (if your triangle is ABC, then doing
- (AB.cross.BC).dot.P will have this property).
-
- Add up all of the volumes. If the result is positive, then the normals are
- oriented 'outside'. If the result is negative, then the normals are oriented
- 'inside'. If the result is zero or very close to zero, then the object is
- flat or has just as many concave parts as convex parts.
-
- This will always work for completely enclosed objects, and does the right
- thing for surfaces-- it chooses the orientation that marks the surface 'most
- convex'. It works for self-intersecting objects.
-
- Here's the code I use:
- (If you have Inventor 1, this is in the 'ivnorm' code:)
-
- int i, j;
-
- int total_v = 0;
- SbVec3f average(0.0, 0.0, 0.0);
-
- for (j = 0; j < length(); j++)
- {
- Face *f = (*this)[j];
- if (f->degenerate) continue;
-
- for (i = 0; i < f->nv; i++)
- {
- average += verts[f->v[i]];
- ++total_v;
- }
- }
- average /= (float) total_v;
-
- float result = 0.0;
-
- for (j = 0; j < length(); j++)
- {
- Face *f = (*this)[j];
- if (f->degenerate) continue;
-
- for (i = 1; i < f->nv-1; i++)
- {
- SbVec3f v1 = verts[f->v[0]] - average;
- SbVec3f v2 = verts[f->v[i]] - average;
- SbVec3f v3 = verts[f->v[i+1]] - average;
-
- float t = (v1.cross(v2)).dot(v3);
- if (f->orientation == Face::CCW)
- {
- result += t;
- }
- else if (f->orientation == Face::CW)
- {
- result -= t;
- }
- else
- {
- assert(0);
- }
- }
- }
- return result > 0;
-
- -------------------------------------------------------------------------------
-
- Graphics Gems IV Table of Contents, by Paul Heckbert (ph@cs.cmu.edu)
-
- [I trimmed out the author names for the sake of space. Incidentally, I've
- found Gems IV to be subtly useful - don't judge the articles just by their
- titles! For example, "Detecting Intersection of a Rectangular Solid and a
- Convex Polyhedron" by Ned Greene is actually about a method for determining if
- a bounding box is visible within a viewing frustum, a very handy tool. -EAH]
-
- Below is the table of contents for "Graphics Gems IV". This table also serves
- as an index to the code in the FTP collection. Note that every article has
- text that appears in the book but not in the FTP archive, and some articles
- contain no C or C++ code.
-
- file or book chapter title and author
- directory chapter
- ------------------------------------------------------------
- I POLYGONS AND POLYHEDRA
- centroid.c I.1 Centroid of a Polygon
- convex_test/ I.2 Testing the Convexity of a Polygon
- ptpoly_weiler/ I.3 An Incremental Angle Point in Polygon Test
- ptpoly_haines/ I.4 Point in Polygon Strategies
- delaunay/ I.5 Incremental Delaunay Triangulation
- vert_norm/ I.6 Building Vertex Normals from an Unstructured Polygon
- List
- I.7 Detecting Intersection of a Rectangular Solid and a
- Convex Polyhedron
- collide.c I.8 Fast Collision Detection of Moving Convex Polyhedra
-
- II GEOMETRY
- II.1 Distance to an Ellipsoid
- dist_fast.c II.2 Fast Linear Approximations of Euclidean Distance in
- Higher Dimensions
- outcode/ II.3 Direct Outcode Calculation for Faster Clip Testing
- sph_poly.c II.4 Computing the Area of a Spherical Polygon
- II.5 The Pleasures of `Perp Dot' Products
- II.6 Geometry for N-Dimensional Graphics
-
- III TRANSFORMATIONS
- arcball/ III.1 Arcball Rotation Control
- III.2 Efficient Eigenvalues for Visualization
- inv_fast.c III.3 Fast Inversion of Length- and Angle-Preserving Matrices
- polar_decomp/ III.4 Polar Matrix Decomposition
- euler_angle/ III.5 Euler Angle Conversion
- III.6 Fiber Bundle Twist Reduction
-
- IV CURVES AND SURFACES
- data_smooth/ IV.1 Smoothing and Interpolation with Finite Differences
- IV.2 Knot Insertion using Forward Differences
- IV.3 Converting a Rational Curve to a Standard Rational
- Bernstein-Bezier Representation
- curve_isect/ IV.4 Intersecting Parametric Cubic Curves by Midpoint
- Subdivision
- patch_conv.C IV.5 Converting Rectangular Patches into Bezier Triangles
- nurb_polyg/ IV.6 Tessellation of NURB Surfaces
- IV.7 Equations of Cylinders and Cones
- implicit.c IV.8 An Implicit Surface Polygonizer
-
- V RAY TRACING
- V.1 Computing the Intersection of a Line and a Cylinder
- ray_cyl.c V.2 Intersecting a Ray with a Cylinder
- vox_traverse.c V.3 Voxel Traversal along a 3D Line
- multi_jitter/ V.4 Multi-Jittered Sampling
- minray/ V.5 A Minimal Ray Tracer
-
- VI SHADING
- VI.1 A Fast Alternative to Phong's Specular Model
- VI.2 R.E versus N.H Specular Highlights
- VI.3 Fast Alternatives to Perlin's Bias and Gain Functions
- VI.4 Fence Shading
-
- VII FRAME BUFFER TECHNIQUES
- VII.1 XOR-Drawing with Guaranteed Contrast
- VII.2 A Contrast-Based Scalefactor for Luminance Display
- dyn_range/ VII.3 High Dynamic Range Pixels
-
- VIII IMAGE PROCESSING
- emboss.c VIII.1 Fast Embossing Effects on Raster Image Data
- coons_warp.c VIII.2 Bilinear Coons Patch Image Warping
- convolve.c VIII.3 Fast Convolution with Packed Lookup Tables
- thin_image.c VIII.4 Efficient Binary Image Thinning using Neighborhood Maps
- clahe.c VIII.5 Contrast Limited Adaptive Histogram Equalization
- mrsfoley.im VIII.6 Ideal Tiles for Shading and Halftoning
-
- IX GRAPHIC DESIGN
- IX.1 Placing Text Labels on Maps and Diagrams
- graph_layout/ IX.2 Dynamic Layout Algorithm to Display General Graphs
-
- X UTILITIES
- trilerp.c X.1 Tri-linear Interpolation
- interp_fast.c X.2 Faster Linear Interpolation
- vec_mat/ X.3 C++ Vector and Matrix Algebra Routines
- GraphicsGems.c X.4 C Header File and Vector Library
-
- -------------------------------------------------------------------------------
-
- Beyond Graphics Gems, by Paul Heckbert (ph@cs.cmu.edu)
-
- [From the Preface of Gems IV, which Paul posted to the net. -EAH]
-
- In addition to the "Graphics Gems" series, there are several other good
- sources for practical computer graphics techniques. One of these is the
- column ``Jim Blinn's Corner'' that appears in the journal "IEEE Computer
- Graphics and Applications". Another is the book "A Programmer's Geometry", by
- Adrian Bowyer and John Woodwark (Butterworth's, London, 1983), which is full
- of analytic geometry formulas. A mix of analytic geometry and basic computer
- graphics formulas is contained in the book "Computer Graphics Handbook:
- Geometry and Mathematics" by Michael E. Mortensen (Industrial Press, New
- York, 1990). Another excellent source is, of course, graphics textbooks.
-
- -------------------------------------------------------------------------------
-
- Radiosity vs. Ray Tracing, by Rico Tsang (csrico@cs.ust.hk)
-
- [I made a few minor fixes, but otherwise this was a nice cheat-sheet summary
- of the functional (vs. algorithmic) differences between meshed radiosity and
- classical ray tracing. -EAH]
-
- Radiosity Ray Tracing
-
- work best to model - work best to model -
-
- 1. Area light sources 1. Point light sources
- 2. Diffuse reflections 2. Specular reflections
- 3. Color bleeding 3. Refraction effects
- 4. Soft shadows 4. Sharp shadows
-
-
-
- Limitations of Radiosity
- ========================
-
- 1. All surfaces are assumed to be perfect diffuse reflectors.
- 2. Specular reflections and transparent effects cannot efficiently modelled.
- 3. Time & storage consuming. For n surface patches in a scene, you need to
- calculate and store n^2 form factors. If you use the 'progressive
- refinement' radiosity method or hierarchical radiosity, you can minimize
- the storage requirement for storing the form factors.
-
-
- Advantages of Radiosity
- =======================
-
- 1. The calculation of radiosities is view-independent. Once it does so, a
- view of the environment can be generated with relatively little effort
- (i.e. via gouraud interpolation) for any camera position.
-
- ==> provides the capability of interactive walkthrough
-
- 2. With the progressive refinement method, a geometrically correct view of
- the environment can be displayed almost immediately.
-
- -------------------------------------------------------------------------------
-
- ACM SIGGRAPH Online Bibliography Updated, by Frank Kappe
- (fkappe@iicm.tu-graz.ac.at)
-
- This is to announce that the well-known ACM SIGGRAPH Online Bibliography (that
- holds some 16,000 references to computer grahics literature) has been updated.
- The ACM SIGGRAPH Online Bibliography Database was compiled by Stephen N.
- Spencer (spencer@cgrg.ohio-state.edu) with help from various contributors.
-
- The data set is available through the Hyper-G server of the Graz University of
- Technology either by WWW protocol:
- http://www.tu-graz.ac.at/CSIGGRAPHbib
-
- or by Gopher protocol:
- gopher://gopher.tu-graz.ac.at/11SIGGRAPHbib
-
- or using a Hyper-G native client such as Harmony (for UNIX/X-Windows), which
- works best, of course. If you are interested in obtaining a copy of Harmony
- please look at
- ftp://iicm.tu-graz.ac.at/pub/Hyper-G/Harmony
-
- for downloading instructions. People without clients may also try
- telnet://info.tu-graz.ac.at
-
- to access the Hyper-G server of Graz University of Technology.
-
- More information about the the ACM SIGGRAPH Online Bibliography Project can be
- reached from the URLs mentioned above.
-
- [The bibliography can be FTP'ed from siggraph.org: /publications/bibliography
- -EAH]
-
- -------------------------------------------------------------------------------
-
- How to be Notified of New POV Releases
-
- The official POV distribution site is ftp.uwa.edu.au. This site has become
- quite active and holds many POV scene files and utilities as well as POV
- itself.
-
- As an adjunct to this site, a mailer has been set up which permits file
- requests to be made by email, and which also manages a mailing list.
-
- The site and the list itself is maintained by a member of the POV-Team
- [Chris Cason (cjcason@yarrow.wt.uwa.edu.au)].
-
- You can request that your name be placed on one or both of the POV mailing
- lists. These are not normal mailing lists in that you cannot submit messages
- for them ; only the POV-Team can. The lists are as follows -
-
- ANNOUNCE Used when new releases of POV are made. This includes POV-related
- items from the POV-Team, such as the soon-to-be released hypertext
- help system.
-
- NEWS Used to send new issues of POV-News and anything else relevant
- to POV, such as new publications, magazine articles, etc.
-
- Volume on both of these lists will be extremely low ; perhaps only one message
- per month if even that. This is the easiest way for POV users to be informed
- of patches, bug fixes, new releases, new features, release dates for new
- versions and the actual release of new versions.
-
- To join these lists, mail a message to -
-
- povmail@uniwa.uwa.edu.au
-
- The subject of the message is unimportant.
-
- In the body of the message, place the commands -
-
- JOIN ANNOUNCE (to join the announce mailing list)
- JOIN NEWS (to join the news mailing list)
-
- - or -
-
- JOIN ALL (to join both)
-
- You should receive a reply indicating that your request was successful.
- If you don't, please try again. For more information, please mail the above
- address with a message containing the word -
-
- HELP
-
- on the first line.
-
- -------------------------------------------------------------------------------
-
- PoVSB Windows-based Modeler v0.85, by Jeff Hauswirth
- (jhauswir@carbon.denver.colorado.edu)
-
- What's new-
-
- Bezier Surfaces.
- A help file.
-
- PoVSB is now shareware at $30. Everything is functional except saving the
- Bezier objects. Exporting Bezier objects to PoV is functional.
-
- PoVSB is a Windows based modeler for the Persistence of Vision Raytracer. The
- goal of PoVSB is to allow users of PoV to quickly and easily design scenes in
- the Windows environment with true camera preview of the scene so no guess work
- is involved.
-
- I would like to collect a bunch of PoVSB example files to include with PoVSB
- and to also make them available via ftp so other people can use them. If
- anyone is interested, just e-mail me your example files to include with PoVSB.
-
- I have included two example files- teacup and satellite. Try rendering the
- satellite with and without the MB PoV option. With the MB option it was 6
- times faster, if I remember right.
-
- I would like to get some feedback from all the people with PoVSB, which I
- think is up near ~350. I want to know what new features you would like.
-
- PoVSB has been tested on 386-SX-4M up to 486-66-16M. The 386-SX had trouble
- with loading the teacup example file. Other than that I have found no
- problems.
-
- Features:
-
- Four view of scene:
- 3 ISO views, 1 Camera view
- Objects supported:
- Sphere, Box, Plane, Cone, Cylinder, Torus,
- Height Fields, Bezier Surfaces.
- CSG: Union, Merge, Intersection, Difference
- RAW: Only flat triangle output available (for now).
-
- Interactive transformations of objects
-
- Lights: Point, Spot
-
- Multiple Layers
-
- Textures: Customizable, add your own textures
-
-
- How to get PoVSB:
-
- ftp to: vincent.iastate.edu
- Username: anonymous.jhaus
- Password: YOUR_USERNAME@YOUR.EMAIL.HOST
-
- If you already have PoVSB you only need to get povsbXX.zip,
- Otherwise you need to get povsb.zip.
-
- -------------------------------------------------------------------------------
-
- Porting Rayshade, PBM, etc from Unix to DOS, by Mike Castle
- (mcastle@mcs213k.cs.umr.edu)
-
- Amazingly enough Jasen M. Mabus said:
- > Where can I find PBMtools, a preprocessor implementor, and CoProcessor
- > emulator for 386 in DOS executable?
-
- I ported pbmplus using djgpp a couple years back. djgpp is a development
- environment by DJ Delorie that includes a homegrown dosextender called "go32",
- gcc/g++ compilers, flex, bison, assorted binary utilities (ar, ld, nm, etc),
- make, and so on. This environment is an eclectic mix of unixish and dosish
- calls, but is a very workable environment.
-
- My port of pbmplus can be found on any simtel archive in graphics/pbmpl19d.zip
- (such as oak.oakland.edu in pub/msdos/graphics/pbm...).
-
- djgpp can also be found in the djgpp dir (pub/msdos/djgpp on oak). You could
- scan cpp from the djgpp distribution, and have a working preprocessor.
-
- I included the then current emu387 387 emulator from the djgpp package in my
- pbmplus port, however, that was some time ago. There are newer and better
- emulators that can be found in the djgpp archives. Of course, the emu387 and
- wmemu387 (another emulator compatible with go32, but done by someone else)
- will only work with go32 binaries.
-
- The go32 included with my pbmplus port is out of date, and you may want to get
- the most recent go32.exe from the djgpp packages. you may also have to run a
- program called 'dpmifix' on the pbmplus binaries to get things working
- correctly (i'm not sure as i don't use dos much anymore, having switched to
- os/2, and so i'm not quite up on djgpp and stuff, and i don't even have my own
- copy of my pbmplus port anymore so....).
-
- btw, i used the djgpp package to port rayshade quite some time ago, but as
- there was already a 386 port done using a commercial dos extender, never made
- it available. The port was very straight forward, and only required the
- normal flex/lex bison/yacc fixes (such as rayshades misuse of the yyline
- action), 8.3 file name fixups, and binary mode stdin/stdout. It worked very
- well, including support for RLE files (i ported the URT as well), cpp, and so
- on.
-
- -------------------------------------------------------------------------------
-
- REYES & Patents, William C. Archibald (billa@entropys.sps.mot.com)
-
- > Is REYES patented?
-
- Pixar holds three (at last count) patents (including US Patent Number
- 5,025,400) on "Pseudo-random point sampling techniques in computer graphics".
- This includes claims that cover stochastic ray-tracing as well as what you are
- probably referring to by REYES.
-
-
- > If so, what part of the algorithm?
-
- Clearly stochastic sampling techniques as they apply to computer graphics.
-
-
- > Is one allowed to implement the algorithm?
-
- I believe that in the U.S.A. one is allowed to implement the algorithm for
- the purposes of studying it and trade-offs that may be involved. One is not
- allowed to redistribute any implementations without permission, as that is the
- very thing that patent law is set up to protect against.
-
- [and in a separate note by the same author:]
-
- In patent 5,025,400 the claims go on for 4.5 pages (9 columns) of legalese,
- and they seem to pretty much make claim to usage w/ respect to lens effects
- (depth of field), motion blur (temporal jitter), penumbra and other soft
- shadow effect, and just about every variation of jittering reflected rays of
- objects for any reason you might imaging. I've not been able to really pin
- down good, old-fashioned anti-aliasing anywhere in the claims though...
-
- -------------------------------------------------------------------------------
-
- Going from AutoCAD and 3DS into Ray Tracing, by Sean Ross (rosss@CSOS.ORST.EDU)
-
- Well, for starters, saying one raytracer is "better" than the others is
- guaranteed to cause a flame fest of amazing proportions, so I will just tell
- you about my experience so far and let you make your own determinations.
-
- What I discovered, from following this group for a while and reading the
- "Mini-FAQ", is that there are quite a few different raytracers around with
- different capabilities. I found Vivid a bit rough to get started with, and
- therefore tried PoVray, it's been great so far. I find it easy to use because
- the language is fairly intuitive.
-
- What has turned out to be easiest for me to create good raytracings with a
- fairly short learning curve is using the following method:
-
- Use AutoCAD Release 12 with AME to create the initial objects. AME allows
- very easy creation of complex 3d objects using addition, subtraction,
- intersection, etc.
-
- Export the finished objects into 3d Studio (I'm using ver 1) to set the camera
- and lighting. Assign surfaces to all objects with standard names like
- "surface1" etc.
-
- (If you don't have access to AutoCAD and/or 3D Studio, try using Moray, it's
- shareware ($50) and seems to be easy to use and well supported)
-
- Use 3DS2POV program to convert the 3d studio file to a PoV file and include
- file.
-
- Edit the resulting .pov file and replace 3d studio's surfaces with the much
- better surfaces included with pov. (I've also found it very simple to modify
- these surfaces to do almost anything.)
-
- Render sample files using a small size (160 x 100) and adjust any settings you
- don't like in the .pov file.
-
- Start the final rendering with high quality, anti-aliasing, and a large size,
- and plan on not using your system for a while if you're using a lowly 486DX266
- w/8MB like me. My finished quality renderings generally take about 8 hours to
- process for a 2048 x 2048 image, and I consider these images to be fairly
- simple (not too many complex objects).
-
- If the above doesn't sound like too much work, give PoVray a try, it's given
- me very good results with a negligible learning curve. I plan on trying out
- some of the others available, especially Radiance because of its radiosity
- features, but I haven't got around to it yet.
-
- If anyone else has any suggestions on how I might improve upon the methods I
- described above, I would be greatly interested.
-
- By the way, just one warning: after I started creating these images, I find
- myself dedicating a pretty good amount of time to it, I think it's pretty
- addictive, so be careful.
-
- -------------------------------------------------------------------------------
-
- Computer Lego Modeling, by Paul Gyugyi (paul@gyugyi.win.net)
-
- Check out the files on earthsea.stanford.edu in the ~ftp/pub/lego/cad/click
- and ~ftp/pub/lego/cad/rayshade directories. They include:
-
- 1) A library of high-detail shape definitions for Rayshade, a 3D modelling/ray
- tracing program (legolib.ray).
-
- 2) A definition of a language, LADEL, for specifying brick types and
- positions.
-
- 3) A compiler to convert LADEL files to rayshade input files that use the
- above library of brick definitions.
-
- 4) A new extension to the compiler that generates a 3D wire-frame image from a
- LADEL file. You can fly around and rotate it. It uses an Xwindows
- library that is similar to GL, called VOGL, and runs on UN*X machines.
-
- There is _no_ documentation for most of this stuff, but if you want to try it
- out, email me any questions you have and I'll start creating a how-to.
-
- -------------------------------------------------------------------------------
-
- Rowe's Ray Tracing World BBS, by Harry Rowe (Harry.Rowe@wedowind.meaddata.com)
-
- phone: (513) 866 - 8181 v.32bis (Dayton, OH)
-
- I have a new ray tracing BBS. No fees. It does require user to have Windows
- 3.1 and special client software which can be downloaded on the first call. It
- is Excalibur (tm) based and is a 100% Windows GUI BBS. I only carry
- DOS/Windows tracers, but also have tons of objects, textures, converters, etc.
- I have most of what Compuserve GRAPHDEV has in the way of RT utilities. I
- primarily support Polyray v1.7 and Imagine 3.0 for DOS. We also have expert
- 3DS users.
-
- [Harry has recently made a nice 500+ line summary guide to the major POV
- utilities, with 4-15 lines about each one. I won't put it here, but contact
- him for where it is (or if all else fails, contact me and I'll send you the
- old copy I have). -EAH]
-
- -------------------------------------------------------------------------------
-
- On Using BSP trees, by Benton Jackson (jacks045@maroon.tc.umn.edu)
-
- [BSP trees are a nice technique for doing 3D and avoiding z-buffering in
- games. You partition a static environment with a binary-tree hierarchy of
- cutting planes, classifying everything in the node as in front of or behind
- the plane of some given polygon (and splitting things cut by the plane). Note
- that this is different than the BSP trees used in ray tracing, where the planes
- are independent of the polygons and are essentially a more flexible octree
- like structure. Worth understanding in general. -EAH]
-
- >Do I have to build a new BSP tree for all visible polygons at each frame
- >redraw? This is what I suspect, but I can't help thinking that there is
- >something more I could do to improve calculation times if I had separate BSP
- >trees for each shape.
-
- I'm surprised that isn't in the FAQ. That's the whole point of BSP trees!
- Based on the current viewpoint, if it is in front of the root face, draw the
- back tree, then the face, then the front tree. This works since that face is
- guaranteed to be in front of everything on one side of the tree, and behind
- everything on the other side. Which way you go depends on the viewpoint.
- Cool, huh? Like this:
-
- DrawBSP(tree B) {
- if (!B) return;
- if (in_front_of(viewpoint,B->face) {
- DrawBSP(B->back);
- DrawFace(B->face);
- DrawBSP(B->front);
- } else {
- DrawBSP(B->front);
- DrawFace(B->face);
- DrawBSP(B->back);
- }
- }
-
- This doesn't completely depth sort the faces. But you don't have to! You
- just need to ensure that a face that obscures another faces is drawn in the
- correct order. That's what this does.
-
- If an object moves, then the tree has to be rebuilt. I think there is a way
- to merge BSP trees, but I don't know how. Anybody?
-
- -------------------------------------------------------------------------------
-
- Books about Commercial Renderers, by Don Lewis, Jimbo and Yury German
-
- 3D Studio 3.0:
-
- Don Lewis (djlewis@ualr.edu) writes:
-
- Try Inside 3D STUDIO Release 3, comes with a CDROM of sample DXF's and images
- and maps. Listed as:
- ISBN 1-56205-075-3
- price $49.95 USA / $65.95 CAN / L46.99 Net U.K. (inc of VAT)
-
- About the CD:
- Meshes, Texture maps, Bump maps, Graphics file format conversion utility,
- Special effects filters, Utilities for image viewing, printing, and conversion
- (windows and dos), An updated Autodesk animation player, Files for exercises
- in the book, etc ...
-
- I like the book and a lot applies to 3DStudio 2.0 as well.
-
- ----
-
- Jimbo (Jimbo@agdesign.demon.co.uk) writes:
-
- Inside 3D Studio:
- -----------------
-
- Author(s): Steven D. Elliott
- Phillip L. Miller
- Gregory G. Pyros
-
- ISBN: 1-56205-075-3
-
- Publishers: New Riders Publishing.
-
- An excellent book including a CD, unfortunately doesn't include
- the IPAS routines mentioned numerous times throughout.
-
-
- 3D Studio Applied:
- -------------------
-
- Author(s): Nancy Fulton
-
- ISBN: 0-929870-24-7
-
- Publishers: Advanstar Communications Inc.
-
- --------
-
- Imagine system:
-
- > Question: My uncle has this and would like to know
- > if there are any other references for IMAGINE that are a
- > bit easier to understand for those less technologically literate.
-
- Yury German (yury@bknight.jpr.com) writes:
-
- Yes, there is a great book, it's called Understanding Imagine. Steve
- Worley is the author. Now the book is "Understanding Imagine 2.0" for the 2.0
- version. In a few months the book will be out for "Understanding Imagine 3.0".
-
- The first book was done with the Amiga computer in mind. The 3.0 book
- might be done for both computers. If you want you can email Steve at
- worley@cup.portal.com for information.
-
- The books are great with alot of humor and all the things needed to
- make manuals easy and understandable.
-
- -------------------------------------------------------------------------------
- END OF RTNEWS
-