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QRT Users Manual
INTRODUCTION
QRT (Quick Ray Tracer) is an easy to use image generation
system that uses a ray tracing algorithm for image rendering.
Versions exist for the Amiga personal computer, the Data
General MV10000, the HP 9000 series, and the IBM AT. QRT
overcomes many of the problems of other ray tracing packages,
and is designed to operate nicely in a multi-tasking
environment.
COMPARISON TO OTHER SYSTEMS
QRT was developed on the Amiga personal computer, so it will
be compared to other Amiga ray tracers. There are, to my
knowledge, five other Amiga ray tracers, each with its own
strengths and weaknesses. I will describe each system
briefly, and compare it to QRT. All the Amiga ray tracers can
operate in HAM (4096 color) mode.
RT: RT was the first ray tracer written for the Amiga, by
Eric Graham. It will model a universe made of only
spheres, a sky, and a checkered or solid ground. It
is relatively fast, but not generally useful for
realistic modeling because of the sphere limitation.
The input language is cryptic, although some error
checking is done. The system will only generate low
resolution images.
SILVER: I have never seen SILVER, so I cannot say much about
this system.
SCULPT-4D: This package incorporates an interactive editor
for creating objects, and is capable of quickly
generating a preliminary image of the scene by using
hidden surface techniques. However, every primitive is
made of polygons, and some primitives such as spheres
require hundreds of polygons for a smooth texture, so
the ray tracing is very slow. Also, the package takes
a large amount of memory to run, and is prone to system
crashes. Its chief feature is the ability to create
arbitrary shaped objects using a series of triangles.
Mirrored, dull, or shiny objects are supported.
CLIGHT: This ray tracer also has an interactive editor, but
produces very poor quality images. It is not capable
of any patterning or reflection characteristics.
QRT Ray Tracer Page 1 User Manual
DBW: This is possibly the most complete ray tracer for the
Amiga. It will support objects with arbitrary degrees
of reflection and gloss, depth of field effects, some
texturing, wavy surfaces, fractals, transparent
surfaces, diffuse propagation of light from object to
object, and 5 primitive types (sphere, triangle,
parallelogram, fractal, and ring). The input language,
however, is so cryptic as to be nearly
incomprehensible, and if there is any error in the
input file, it will crash the system. It is also
painfully slow; some images take 16 to 24 hours to
complete.
QRT is meant to be a compromise between the fast, simple ray
tracers and the slow powerful systems. It compares favorably
in speed to RT, and in power to Sculpt-3d or DBW. It has a
very friendly input language with extensive error checking.
Here are some features of QRT:
o Multiple primitive types, including user defined
quadratic surfaces
o Arbitrary levels of diffuse reflection, spectral
reflection, transmission, ambient lighting, and gloss
o User defined pattern information for objects
o Bounding boxes for groups of objects
o Shadows
o Multiple light sources with different characteristics
o Arbitrary Phong spectral reflection coefficients
o Color dithering to increase the apparent number of
colors
o Easy to use, free format input language with error
checking. Parameters are by keyword and may appear in
any order.
o Supports medium resolution (128k dots/screen)
Each of these features of QRT will be discussed is greater
detail in this document.
QRT Ray Tracer Page 2 User Manual
THE QRT WORLD
QRT constructs an image of the world by performing certain
manipulations on an internal representation of a group of
objects. You must provide a description of these objects to QRT
through the QRT input language.
QRT writes a machine independent bitmap file which can be read by
a computer specific post processor. The post processor either
displays the image or converts it into the proper form for
display by system programs. (See the Machine Dependent
Information section of this manual for details).
QRT is capable of dealing with 5 types of primitive objects:
spheres, parallelograms, triangles, rings (annulus), and
quadratic surfaces. The latter can be used to model cones,
oblong spheroids, and other interesting surfaces. Each of these
objects can have an arbitrary orientation in space, and arbitrary
surface characteristics.
QRT Ray Tracer Page 3 User Manual
QRT INPUT LANGUAGE
The QRT input language is free format, in that commands may be
placed anywhere on a line, and newlines may be placed at any
point. This makes it easy to use indentation. Comments are
also supported by surrounding text with curly braces '{' and
'}'. Comments may span lines.
Once a file with QRT commands is built (using any available
text editor), qrt can be made to process these commands:
QRT <commands.qrt
where "commands.qrt" is the file containing the input. QRT
also produces some statistics, so this output can also be
redirected. Since QRT runs for a long time, you will probably
want to run it as a background task with a low priority. So,
the full set of commands to run QRT would be:
SetTaskPriority -5
run QRT <commands.qrt >qrt.out
SetTaskPriority 0
This set of commands is specific to the Commodore Amiga; see
the Machine Dependent Information section of the manual for
other operating systems.
QRT will write a very large file, which may be anywhere from
400K
to 4 megabytes depending on the specific computer display
resolution. (See the Machine Dependent Information section of
this manual for the exact file size). There should be at
least enough room on your disk to accommodate this file. I
recommend sending the output to a RAM disk, so that the
physical disk does not get used for 60 minutes while QRT
computes the image.
A typical QRT command to create a sphere using the default
surface attributes would, be:
SPHERE ( loc = (5,10,100) { this is a white sphere }
radius = 12.5
)
For comparison, the sphere command for DBW looks like this:
s 0 0 0 1 0 0 0 .2 .2 .2 .8 .8 .8 5 10 100 12.5
Or, in RT, the command would be:
<1,1,1> 2 (5,10,100):1;
QRT Ray Tracer Page 4 User Manual
The QRT input should be much easier to understand. If QRT
sees an error in its input file, it will stop and print the
line number of the offending line, along with a descriptive
error message (ILLEGAL PARAMETER, etc).
The QRT input language is not case sensitive. A full
description of the language and a shorter, context free
grammar can be found elsewhere in this manual.
QRT Ray Tracer Page 5 User Manual
THE QRT ILLUMINATION MODEL
Before meaningful images can be created, the QRT illumination
model must be understood. The light that reaches the observer
from each object is composed of several components:
o Diffuse light - The "color" of the object
o Ambient light - The color of the light that falls
on the
surface of the object if no lamps
are shining on this spot. Note
that this specifies the color of
light, not the color of the object
itself.
o Reflected light - If the object acts as a mirror,
some light is reflected.
o Specular highlights - The "bright spots" of a shiny
object viewed in a light.
o Transmitted light - The object may transmit some of the
light that strikes the back of the
object (glass surfaces)
All of these light characteristics can be specified for any
object. If none are specified, the current defaults are
assumed. These defaults can be changed (see DEFAULT in
Language Reference Guide).
Most of these light characteristics deal with a percentage of
light. For example, a light may reflect 80% of the red light
that strikes it, 20% of the green, and 40% of the blue. This
is the "color" of the object (diffuse light), and would be
specified in QRT by the following syntax:
diff = (.80, .20, .40)
In QRT, 1.00 is 100%. The language is also free-format, so
the above is equivalent to:
diff = (.80,
.20,
.40 )
The commas between parameters are optional, but make the input
easier to read. Semicolons can also be used.
Ambient light is specified in a similar manner:
QRT Ray Tracer Page 6 User Manual
amb = (.20, .20, .20)
The ambient light values should be fairly small. Most of the
light hitting the object comes from lamps, but some parts of
the object may be in the shadow of another object. If no
ambient light is specified, these shadows will appear totally
black, which looks unrealistic. Ambient light will give the
affect of a small amount of light hitting areas in a shadow,
producing a more realistic looking image.
Reflection is specified using the MIRROR attribute:
mirror = (.90, .90, .90)
If a true mirrored surface is desired, the mirror values
should be fairly high. If one of the values has a higher
value than the others, the mirror will appear red, green, or
blue.
Transmission is specified as follows:
trans = (.80, .80, .80)
density = (.022, .022, .022)
index = 1.33
Note the addition of another parameter, the index of
refraction. An explanation of the index of refraction for an
object is beyond the scope of this document - see a book on
elementary optics for details. The density factor is a light
attenuation factor per unit distance the light travels through
the object. The trans parameter tells QRT how much light to
remove from shadows cast by
this object.
In addition, specular highlights are specified with two
parameters:
reflect = .50,
sreflect = 45
"REFLECT" is the percentage of light reflected in the specular
highlight, and sreflect is the Phong spectral reflection
coefficient. Again, an explanation of the Phong coefficient
is beyond the scope of this document; however, a higher value
for the coefficient will result in smaller, tighter highlights
for a more metallic looking object. Lower values of sreflect
should be accompanied by lower values in reflect, and will
produce duller looking surfaces, such as paper.
QRT also accepts a dithering amount for each object:
QRT Ray Tracer Page 7 User Manual
dither = 3
Dithering is a mechanism for simulating colors not available
on the display by blending other colors. The default
dithering coefficient is 3; it should be kept small. Values
of 1 to 6 are good. Larger objects should employ more
dithering, and mirrored or glass objects should have little or
no dithering.
QRT also accepts an attribute "FUZZ", but this is not used in
the present implementation. In a future implementation of
QRT, FUZZ will effect small, random perturbations of the
normal vector at a given location on an object. This will
simulate rough surfaces, matted glass, or imperfectly
reflecting mirrors.
All of the above light characteristics may be attached to any
object. The default is for a white, non reflecting, non
transmitting dull surface with an average amount of dithering.
In addition, any of the above color information (which will be
referred to from now on as COLORINFO) may also be attached to
a pattern structure (see the PATTERN section of this
document).
QRT Ray Tracer Page 8 User Manual
LIGHT SOURCES
Light sources in QRT are called "LAMPS". The lamp structure
is simple:
LAMP ( loc = (12, 34, 56),
dist = 50,
radius = 10 )
The default is for a bright white lamp, but if you wish to
change this, you can specify different values for the lamp's
ambient light. The radius value is ignored by this
implementation of QRT, but it must be supplied. In a future
version, the radius may be used to implement penumbral
shadows. I didn't include them in this version, since they
take a very long time to compute, and don't add much to the
image quality.
The "dist" entry in the lamp structure specifies at what
distance the light from the lamp is at full intensity. Beyond
this value, the light will decrease in intensity. This value
should be set so that the nearest object in the scene is
slightly more than "dist" distance units from the lamp. This
does not have to be exact. If objects are nearer than dist"
units, they will be so bright that shading will not take
place. Objects very far away will be dimly illuminated.
By the way, QRT distance units are not tied to any real world
unit. They can stand for feet, nautical miles, or furlongs,
at your choice.
QRT Ray Tracer Page 9 User Manual
THE OBSERVER
After defining the world, you must tell QRT the position and
orientation of the observer. This is done as follows:
OBSERVER ( loc = (0, 10, 20),
lookat = (5, 5, 120),
up = (0, 1, 0)
)
The x,y, and z are the location of the observer. The "lookat"
variables give a location in space that the observer is
looking at. Most ray tracers require you to give two angles
for the observers view direction, but it is MUCH easier to
know the location of an object or point in space you wish the
observer to look at. This will be the center of your scene.
The "up" variables define which direction is up. Usually, you
will wish to use the values given above. QRT uses a right
hand coordinate system: positive y is up, positive z is out of
the screen, and positive x is to the right if you are looking
in the negative z direction. The "up" parameter is optional,
and if omitted, defaults to (0,1,0).
QRT will generate an error message if no observer is defined.
QRT Ray Tracer Page 10 User Manual
OUTPUT FILENAME
QRT places its output in a file, so you must give it the name
of this file:
FILE_NAME = outfile.tmp
This file must observe any file naming restrictions of the
operating system and computer you are using. See the Machine
Dependent Information section of this manual for information
on file naming restrictions.
FOCAL LENGTH
This is the focal length of the "lens" used by the observer.
Think of it as a 35mm camera lens - higher numbers produce a
telephoto effect, and smaller numbers are for wide angle
lenses. Note that small numbers may produce some distortion of
the image around the edges.
FOC_LENGTH = 60
QRT Ray Tracer Page 11 User Manual
SKY AND GROUND
QRT has facilities for generating the sky and ground. To
define the sky, you must give it two colors - one for the sky
overhead (zenith), and one for the horizon:
SKY ( zenith = (.10, .2, .4),
horiz = (.10, .2, .65),
dither = 6
)
This will produce a blue sky, with a brighter color near the
horizon. (The sky need not be blue - it could be red or hot
pink, or vary from red to green). QRT will smoothly blend the
colors from the zenith to the horizon. Since the sky is so
large, you may want to specify a greater amount of dithering
to compensate for the displays color resolution limit.
The SKY structure will also produce sky colors below the
horizon; any ray that does not strike an object will strike
the SKY. To fix this, define a ground. There is no dedicated
GROUND command, since you can define a very large
parallelogram with the same effect. You can make it brown
with patches of green using a PATTERN, or checkered green and
yellow in the classic ray-tracing ground pattern. A very
large sphere can also be used for the ground, which yields
better results with mirrored objects.
QRT Ray Tracer Page 12 User Manual
BOUNDING BOXES
QRT supports the use of bounding boxes to speed the ray
tracing process. For images composed of only a few (1 to 3)
objects, bounding boxes will not do much to increase speed.
However, for images where there are groups of objects
physically close to each other, they can greatly reduce
execution times. A bounding box is a conceptual structure
that encloses a group of objects. When the ray tracer is
finding line/object intersections, if a line does not strike a
bounding box, it cannot possibly strike any objects within
that bounding box. This saves the ray tracer the trouble of
checking intersections with all objects within the box. In
the case where the ray DOES enter the box, some additional
overhead is incurred; however, this cost is easily justified
by reduced times for negative tests.
Bounding boxes can occasionally be useful for complex objects,
such as quadratic surfaces, when the object is fairly small.
Since the time to find the intersection with a quadratic
surface is large, but bounding box intersections are fast, the
ray tracer can save time for all the negative tests.
Bounding boxes can contain other bounding boxes, in a
recursive manner. This recursive structure defines an "object
tree". There are two keywords that define the beginning and
end of a bounding box: BEGIN_BBOX and END_BBOX. Here is an
example:
{ ** QRT Code for a chessman ** }
BEGIN_BBOX
QUADRATIC ( { ** quadr defn ** }
)
QUADRATIC ( { ** quadr defn 2 ** }
)
SPHERE ( { ** sphere defn ** }
)
BEGIN_BBOX
SPHERE ( ) { ** two spheres ** }
SPHERE ( )
END_BBOX
END_BBOX
QRT Ray Tracer Page 13 User Manual
This structure may be nested to an arbitrary level; if you had
a closely spaced group of chessmen, you could enclose all of
them with a bounding box.
There is no simple algorithm for knowing exactly where to
place bounding boxes. You have to use common sense.
Typically, bounding boxes do the most good for closely spaced
objects, but if the entire group of objects is less than a
third of the image area, it will be useful to enclose them all
in a bounding box.
QRT Ray Tracer Page 14 User Manual
PATTERNS
QRT permits user defined patterns which can be mapped to the
surface of any object. A pattern is basically an organized
method for changing an object's COLORINFO over the surface of
that object. For example, a checkered surface can be created,
or a surface given the appearance of brick or tile. The
current patterning in QRT is limited, yet powerful enough to
describe many common patterns.
A pattern is composed of a series of sub-patterns. Each
sub-pattern defines a region on the surface of an object which
will contain a given COLORINFO. These regions are presently
limited to rectangles, but this may be expanded in a future
implementation of QRT.
A pattern can be defined once, and used for many objects. For
example, a brick pattern might be defined:
PATTERN ( name = BRICK,
{ ** other pattern info here ** }
)
SPHERE ( { ** sphere definition ** }
pattern = BRICK
)
PARALLELOGRAM ( { ** parallelogram definition ** }
pattern = BRICK
)
This example ignores what is actually in the pattern
definition to demonstrate how patterns are attached to
objects. A pattern must be defined before it can be used. It
is given a name, such as BRICK, and any object can specify
this pattern with "PATTERN = BRICK". There are no practical
restrictions on the length of pattern names (if your computer
has 1 megabyte of ram, you cannot have a pattern name longer
than 1 million characters). Multiple patterns may be defined
at the top of an input file, and used for any object in the
file.
What exactly makes up a pattern, you ask? A pattern can be
viewed as a rectangle that is repeated over the surface of an
object. If the pattern size is 10 x 10, and you have an
object (say a parallelogram) that is 50 x 50, the pattern will
repeat 5 times in each direction. Within this repeating
rectangle, sub patterns can be defined. A sub-pattern is a
rectangle or circle within the pattern rectangle with a
certain COLORINFO. Any number of these sub-patterns can be
QRT Ray Tracer Page 15 User Manual
created within one pattern definition. To create a brick wall,
you might define several sub-patterns, each with a slightly
different color of red or brown. The sub patterns need not
cover the entire pattern rectangle; if they do not, the
COLORINFO you defined for the object is used instead of the
pattern COLORINFO. If you defined sub-patterns for bricks,
the area not covered would be mortar, and the objects
COLORINFO would define the color of the mortar. An actual
brick pattern is given in appendix C. The proper use of
patterns can be very effective in producing realistic looking
scenes. However, complicated patterns will slow image
creation, so it is recommended that you first display test
scenes with no patterns, and then add pattern information when
the scene is right.
Patterns have one other use, in the REMOVE command. A pattern
can be defined and thought of as a cut out from a surface.
For example, suppose you wish to make a flat surface in the
shape of a grand piano top. Rather than creating the piano
top out of many parallelograms and triangles, define a pattern
that includes
everything in a parallelogram but NOT in the piano top; that
is, the pattern maps the area to remove, not the area to keep.
Attach this pattern to a planar object with the REMOVE
command. In this case, since the area is removed, any
associated COLORINFO is ignored.
QRT Ray Tracer Page 16 User Manual
INSTANCES
Often, several copies of a complex object must be created.
Specifying their component primitives each time would be
difficult. There is a solution to both these problems:
INSTANCES. An INSTANCE is a method by which several
primitives (actually, an arbitrary object tree) can be grouped
and given a name. Copies of these objects may be easily
created with one command. Here is an example of an instance
definition.
BEGIN_INSTANCES
NAME = object1
BEGIN_BBOX
{ ** a bunch of primitives here ** }
END_BBOX
NAME = object2
BEGIN_BBOX
{ ** a bunch more primitives here ** }
NAME = spheres
BEGIN_BBOX
SPHERE ( ) { ** two sphere definitions ** }
SPHERE ( )
END_BBOX
END_BBOX
END_INSTANCES
There can be only one of these instance definitions, and it
must appear before any instances are used. However, any
arbitrary object tree can appear within the begin/end instance
statements. Several instances are now available for use. For
example:
INSTANCE_OF ( name = object1,
loc = (100, 10, 20),
)
INSTANCE_OF ( name = spheres,
loc = (12.3, 24.5, 999)
)
This example shows that any named portion of the object
subtree can function as an instance (the "spheres" object is
at a lower level than the "object1' object). The "offset"
parameters are required. They specify a new position for the
instance (offset from the origin). In the instance definition
QRT Ray Tracer Page 17 User Manual
segment, all objects are defined relative to 0,0,0. They can
then be moved in the INSTANCE_OF statement with the offset
command.
In addition, the instance can be given a new size:
INSTANCE_OF ( name = object2,
loc = (200, 100, 50),
scale = (1.5, 2.0, .25)
)
The scale factors are optional, and are given the default of
1. The instance will be resized by the indicated amount in
each of the directions. Note that there are some restrictions
to this: if spheres are given a different scale factor in each
direction, they will remain spheres (not change to QUADRATIC
types). The new radius will be the old radius scaled by the
smallest of the scale factors.
QRT Ray Tracer Page 18 User Manual
DEFAULTS
Each object in QRT is given certain default surface light
characteristics (see the section on surface characteristics).
If these defaults are not suitable, they can be changed with
the DEFAULT command:
DEFAULT ( diff = (1.00, .1, .1)
no_shadow )
This will make all future objects red unless specified
otherwise. More than one default command can be used in a
file: each one affects all the objects created after it, but
before the next default command. Any light characteristics
can be changed (MIRROR, DITHER, etc).
In addition, the keyword "no_shadow" can be included (as
above). Ordinarily, QRT computes shadow information for all
objects. This takes a lot of time, especially for scenes
composed of many objects and many lamps. The "no_shadow"
command causes QRT to bypass the shadow routines. This will
result in a much faster image generation time, but the picture
will not look as realistic.
X and Y screen resolution and aspect ratio can also be changed
with this command. If you wish to generate a preliminary
image in a smaller resolution, say, 127 x 127, you would use
the following default:
DEFAULT ( x_res = 127,
y_res = 127,
aspect = .56
)
The aspect ratio of .56 is correct for the Amiga in 4096 color
mode; use 1.0 for high resolution mode.
QRT Ray Tracer Page 19 User Manual
PROBLEMS WITH QRT
There are several limitations in this version of QRT:
o Patterning does not work well with some quadratic
surfaces. This is a problem with the 3d to 2d mapping
function used for quadratics.
o User defined texturing is not implemented - all objects
in QRT appear smooth. I have some ideas on how to add
textures to objects, but these have not been tested and
are not incorporated into this version of QRT.
QRT Ray Tracer Page 20 User Manual
FUTURE ENHANCEMENTS TO QRT
The following are some things I'd like to add to QRT:
o Enhanced patterning capability. The ability to use
enumerated (bit-mapped) patterns as well as analytic
patterns would be useful.
o Anti-dithering routines. These routines are very
computationally expensive (they can increase image
generation times by a factor of 3 to 5), so they were
not included in this version.
o Penumbral shadows. This is also very computationally
expensive for a minimal utility level, so I didn't
bother to include this feature.
o Fractal generation. Fractals are, again,
computationally expensive, but some things, such as
mountains, cannot be modeled with a ray tracer any
other way.
o Wavy surfaces. This is useful for modeling water,
rippled mirrors, etc. I know how to do it, I just
didn't have time to add it yet. It would be nice if
the waves were user definable in amplitude and x and y
wavelength. Wavy surfaces are very similar in
implementation to textures.
o Snowy surfaces. This is an idea from DBW, which adds
snow to a surface depending on its slope and altitude.
o Interpolated normal surfaces. This is a mechanism to
model arbitrary curved surfaces by using a polygonal
approximation to the surface, and interpolating the
normal vector between surfaces to avoid angular looking
surfaces.
o Image plane object lists. This is a technique for
increasing the speed for positive line/object
intersection test. (Bounding boxes increase speed for
negative line/object intersection tests).
o Heuristics for faster completion of images using area
coherence.
o An interactive editor. This is another large scale
project in itself, and I can't forsee having time to do
it for a long time, but it would be useful. The editor
would display a preliminary image of the scene, and
when the user had placed objects to his satisfaction,
QRT Ray Tracer Page 21 User Manual
it would write a QRT input file and call QRT as a
background task. There are certain problems here - for
instance, how do you quickly generate the outline of a
user defined quadratic that can take many forms (cone,
spheroid, etc)? And how can the user easily specify
the object tree structure (bounding boxes) with an
interactive editor?
QRT Ray Tracer Page 22 User Manual