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1992-09-13
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"Light Makes Right"
September 20, 1989
Volume 2, Number 6
Compiled by Eric Haines, 3D/Eye Inc, 2359 Triphammer Rd, Ithaca, NY 14850
NOTE ADDRESS CHANGE: wrath.cs.cornell.edu!eye!erich
[distributed by Michael Cohen <m-cohen@cs.utah.edu>, but send
contributions and subscriptions requests to Eric Haines]
All contents are US copyright (c) 1989 by the individual authors
Archive location: anonymous FTP at cs.uoregon.edu (128.223.4.1), /pub/RTNews
Contents:
Introduction
New People and Address Changes
Q&A on Radiosity Using Ray Tracing, Mark VandeWettering & John Wallace
Dark Bulbs, by Eric Haines
MTV Ray Tracer Update and Bugfix, by Mark VandeWettering
DBW Ray Tracer Description
======== USENET cullings follow ========
Wanted: Easy ray/torus intersection, by Jochen Schwarze
Polygon to Patch NFF Filter, by Didier Badouel
Texture Mapping Resources, by Eric Haines, Prem Subrahmanyam,
Ranjit Bhatnagar, and Jack Ritter
-------------------------------------------------------------------------------
Introduction
There are a lot of new people, with some interesting fields of study.
There's been a lot of talk about texture mapping and the DBW ray tracer on the
net. This discussion will probably continue into next issue, but I felt Jack
Ritter's posting a good way to end it for now. I've also been toying with
texturing again, making my version of "Mount Mandrillbrot" (fractal mountain
with everyone's favorite beasty textured onto it), which some clever person
invented at the University of Waterloo (I think) some years ago (does anyone
know who?). There are also other useful snippets throughout.
However, one major reason that I'm flushing the queue right now is
that the node "hpfcrs" is disappearing off the face of the earth. So, please
note my only valid address is the "wrath" path at the top of the issue.
Thanks!
-------------------------------------------------------------------------------
New People and Address Changes
Panu Rekola, pre@cs.hut.fi
To update my personal information in your files:
Surface mail: Panu Rekola
Mannerheimintie 69 A 7
SF-00250 Helsinki, Finland
Phone: +358-0-4513243 (work), +358-0-413082 (home)
Email: pre@cs.hut.fi
Interests: illumination models, texture mapping, parametric surfaces.
You may remove one of the names you may have in the contact list. Dr. Markku
Tamminen died in the U.S. when he was returning home from SIGGRAPH. How his
project will go on, is still somewhat unclear.
--------
Andrew Pearce, pearce@alias
I wrote my MS thesis on Multiprocessor Ray Tracing, then moved to Alias where
I sped up Mike Sweeney's ray caster. I've just completed writing the Alias
Ray Tracer using a recursive uniform subdivision method (see Dave Jevans paper
in Graphics Interface '89, "Adaptive Voxel Subdivision for Ray Tracing") with
additional bounding box and triangle intersection speed ups.
Right now, I'm fooling around with using the guts of the ray tracer to do
particle/object collision detection with complex environments, and
particle/particle interaction with the search space reduced by the spatial
subdivision. (No, I don't use the ray tracer to render the particles.)
In response to Susan Spach's question about mip mapping, we use mip maps for
our textures, we get the sample size by using a "cone" size parameter which is
based on the field of view, aspect ratio, distance to the surface and angle of
incidence. For secondary rays this size parameter is modified based on the
tangents to the surface and the type of secondary ray it is (reflection or
refraction). This may be difficult to do if you are not ray tracing surfaces
for which the tangent information is readily available (smooth shaded
polygonal meshes?).
- Andrew Pearce
- Alias Research Inc., Toronto, Ontario, Canada.
- pearce%alias@csri.utoronto.ca | pearce@alias.UUCP
- ...{allegra,ihnp4,watmath!utai}!utcsri!alias!pearce
--------
Brian Corrie, bcorrie@uvicctr.uvic.ca
I am a graduate student at the University of Victoria, nearing the
completion of my Masters degree. The topic of my thesis is producing
realistic computer generated images in a distributed network environment.
This consists of two major research areas: providing a distributed (in the
parallel computing sense) system for ray tracing, as well as a workbench for
scene description, and image manipulation. The problems that need to be
addressed by a system for parallel processing in a distributed loosely coupled
system are quite different than those addressed by a tightly coupled parallel
processor system. Because of the (likely) very high cost of communication in
a distributed processing environment, most parallel algorithms currently used
are not feasible (due to the high overhead). The gains of parallel ray
tracing in a distributed environment are: the obvious speedup by bringing
more processing power to bear on the problem, the flexibility of distributed
systems, and the availability of the resources that will become accessible as
distributed systems become more prominent in the computer community.
Whew, what a mouthful. In a nutshell, I am interested in: ray
tracing in general, parallel algorithms, distributed systems for image
synthesis (any one know of any good references), and this new fangled
radiosity stuff.
--------
Joe Cychosz
Purdue University CADLAB
Potter Engineering Center
W. Lafayette, IN 47906
Phone: 317-494-5944
Email: cychosz@ecn.purdue.edu
My interests are in supercomputing and computer graphics. Research work is
Vectorized Ray Tracing. Other interests are: Ray tracing on MIMD tightly
coupled shared memory machines, Algorithm vectorization, Mechanical design
processes, Music synthesis, and Rendering in general.
--------
Jerry Quinn
Department of Math and Computer Science
Bradley Hall
Dartmouth College
Hanover, NH 03755
sunapee.dartmouth.edu!quinn
My interests are currently ray tracing efficiency, parallelism,
animation, radiosity, and whatever else happens to catch my eye at the
given moment.
--------
Marty Barrett - octrees, parametric surfaces, parallelism.
mlb6@psuvm.bitnet
Here is some info about my interests in ray tracing:
I'm interested in efficient storage structures for ray tracing, including
octree representations and hybrid regular subdivision/octree grids. I've
looked at ray tracing of parametric surfaces, in particular Bezier patches and
box spline surfaces, via triangular tessellations. Parallel implementations of
ray tracing are also of interest to me.
--------
Charles A. Clinton
Sierra Geophysics, Inc.
11255 Kirkland Way
Kirkland, WA 98033 USA
Email: ...!uw-beaver!sumax!ole!steven!cac
Voice: (206) 822-5200
Telex: 5106016171
FAX: (206) 827-3893
I am doing scientific visualization of 3D seismic data. To see the kind of
work that I am doing, check out:
'A Rendering Algorithm for Visualizing 3D Scaler Fields'
Paolo Sabella
Schlumberger-Doll Research
Computer Graphics, Vol. 22, Number 4 (SIGGRAPH '88 Conference Proc.)
pp 51-58
In addition, I try to keep up with ray-tracing and computer graphics in
general. I occasionally try my hand at doing some artistic ray-tracing.
(I would like to extend my thanks to Mark VandeWettering for distributing
MTV. It has provided a wonderful platform for experimentation.)
--------
Jochen Schwarze
I've been developing several smaller graphics packages, e.g. a 3D
visualization of turning parts etc. Now I'm implementing the 2nd version of a
ray tracing program that supports modular programming using a desc