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From: [email protected] (Andreas Dilger)
Newsgroups: comp.graphics.rendering.raytracing,comp.answers,news.answers
Subject: comp.graphics.rendering.raytracing FAQ (part 2/2)
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Summary: Answers to Frequently Asked Questions about raytracing
        software on comp.graphics.rendering.raytracing
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Archive-name: graphics/raytrace-faq/part2
Last-modified: 1997/02/09
Posting-Frequency: every 10 days

This is part 2 of the comp.graphics.rendering.raytracing Frequently
Asked Questions list. The latest version of the FAQ is available via
anonymous WWW at:

http://www.cis.ohio-state.edu/hypertext/faq/bngusenet/top.html

under comp->graphics->rendering->raytracing.  It is also available via
anonymous ftp at:

ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/raytrace-faq/

If you only have email, you can get it by sending email to:

<[email protected]>

with both

"send usenet/news.answers/graphics/raytrace-faq/part1" and
"send usenet/news.answers/graphics/raytrace-faq/part2"

in the body of the message (without the quotes).

 (C) Copyright 1994 Andy Wardley <[email protected]>
 (C) Copyright 1995, 1996 Andreas Dilger <[email protected]>

------------------------------

Subject: 4 - Utilities and Other Software

------------------------------

Subject 4.1 - Image Display/Conversion Programs

 * DISP - an excellent viewing and post-processing utility for DOS.
   Available on simtel and mirrors.

 * IMAGEMAGICK - An X-Windows based image display program (source
   distribution), that also allows simple editing of images, such as
   color modification, scaling, rotating, text annotation, etc.  PNG
   format images are now supported by ImageMagick.  Available at:
   ftp://harbor.ecn.purdue.edu/pub/imagemagick.tar.gz
   http://www.wizards.dupont.com/cristy/ImageMagick.html
   (Cristy, 1995)

 * NEOPAINT - A useful DOS shareware paint package (registration US
   $45) for creating images, height fields, etc, or just touching up
   finished artwork.  Available from wuarchive and mirrors.

 * NETPBM - A collection of command-line utilities for most platforms
   (source distribution).  Executables available for most other
   platforms like DOS, OS/2, Linux, and others.  NetPBM utilities
   convert practically any format to any other by using a common
   intermediate file format, as well as allowing quantization,
   cropping, combining, blur, and many other effects.  Available at:
   ftp://wuarchive.wustl.edu/graphics/graphics/packages/NetPBM/
   (Poskanzer et al., 1991-1994)

 * PICLAB - An excellent package for converting and post-processing
   images for DOS.  (Crocker, 1990)

 * QPV - The Quick Picture Viewer.  A great utility for displaying and
   converting images for DOS/Win systems.  Formerly QPEG, QPV has been
   improved, and has new features, such as the ability to read and
   write PNG format images.  (Fromme, 1995)

 * XV - An X-Windows image display program (source distribution),
   with simple image editing facilities, such as color editing,
   scaling, rotation, and also filter effects for blurring, edge
   detection, and others.  A patch is available for XV 3.10 to support
   PNG images via libpng and libgz.  (Bradley, 1995)

------------------------------

Subject 4.2 - Format Conversion Utilities

 Much of the following sections area taken from Amanda Osbourne's
 <[email protected]> "Raytrace Utilities for DOS/Windows"
 list.  All are IBM PC based unless otherwise specified.

 Various utilities for converting from one 3D file format to another:

 * 3DSPOV - Reads 3d studio mesh files. Writes out to Raw, POV-Ray
   (1 & 2), Vivid and Polyray.  (Anger & Bowermaster, 1993)

 * DEM2POV - This program (source distribution) converts US Geological
   Survey (USGS) Digital Elevation Maps (DEM) to the TGA format
   heightfields used by POV-Ray 2.2.  Includes a large DEM file of the
   region around the Grand Canyon.  (Kirby, 1995)

 * DXF2POV - DXF to POV-Ray 1 conversion program.
   (Collins, Wells, Farmer & Gibeson, 1992)

 * DXF2RAW - DXF to Raw conversion program.
   (Coy, Barber, Daigle & Shiffman, 1992)

 * DXF2V - DXF to Vivid conversion program.
   (Coy, Barber, Daigle & Shiffman, 1992)

 * DXF3DS - DXF to 3DS conversion program.  (Yost/Autodesk, 1991)

 * HUTIL101c - A set of utilities (source) for converting  between
   various POV-Ray heightfield formats (16-bit TGA, GIF, POT) as well
   as OCT and Matlab 32-bit MAT files.  In addition, it can combine
   heightfields using arithmetic operators, join them together, scale,
   and create spherical and cylindrical heightfields with triangle
   meshes.  See also HF-Lab.  (Beale, 1995)

 * IV2RAY - Converts SGI OpenInventor 2.0 (VRML 1.0) files to RayShade
   files.  Freely available from Cow House Productions web page at:
   http://www.cowhouse.com/. (Cow House Productions, 1996)

 * MRYPLY - Converts Moray files to PolyRay files.

 * OBJ2ASC2 - Wavefront object to 3d studio ascii converter.
   (Knight, 1993)

 * RAW2PV - Excellent utility that allows the user to adjust the
   level of smoothing to apply to raw data as it is translated to
   POV-Ray (1 & 2.x), Polyray or Vivid 2. It can also add a camera
   and light to the scene, making things fairly easy for the novice
   user.  (Anger, 1993)

 * RAYL210 - Helpful utility to convert uLathe (an object creator
   program for windows) files to RAW, POV-Ray 1 & 2.x or Vivid 2
   format.  (Koehler, 1993)

 * TDDD2ASC - TDDD (Imagine) to 3D studio ascii file converter.
   (Knight, 1993)

 * WC2POV - Although wcvt2pov (MS-Windows) started out converting 3D
   file formats to POV-Ray, wcvt2pov has become a generic 3D file
   format conversion utility, with support for importing 3d studio,
   Wavefront, NFF, DXF, TrueType Fonts, RAW triangles and some other
   formats, and exporting 3ds, asc, POV-Ray, NFF, DXF, VRML,
   Wavefront, Open GL 'C' code fragments, RAW triangles, and some
   other formats.  (Rule, 1995)

------------------------------

Subject 4.3 - Creation Creators

 Utilities to aid in the creation of ray tacing objects:

 * BOXER - Object generator for POV-Ray 1 (makes things like bathroom
   tiles and such based upon user input).  (Miller, 1993)

 * BRANCH - Tree creator for POV-Ray 1. (Weller, 1992)

 * CHAIN - Generates interlocking chain links for POV-Ray 1.0.
   (Koehler, 1992)

 * CM - CircleMaster utility for working with quadric spheres and
   ellipsoids; writes output to POV-Ray 1.0. (Brown, 1992)

 * COIL - Creates coiled objects for POV-Ray 1.0. (Kirby, 1992)

 * COILV - Creates coiled objects for Vivid 2. (Kirby & Cox, 1992)

 * CTDS - Connects a series of xyz dot coordinates. Though this may
   not sound like much, this is an extremely helpful utility.
   Supports POV-Ray, Vivid and Polyray. (Brown, 1993)

 * FORM - All sorts of shapes can be generated with this program.
   Form files consist of both shapes and commands (like twistx and
   bend) and output may be POV-Ray 1, 2 or .plg. Interesting program,
   complementary to LPARSER.  (Rowbottom, 1993)

 * FRACTINT - The ultimate fractals generator for DOS, X-windows
   source code, and distributed with the Linux Slackware games disks.
   Great for creating height fields, colour maps, viewing gifs or just
   creating fractals.  (The Stone Soup Group, 1990-95)

 * FRGEN - Fractal Landscape (and other shapes too) Generator.
   Though the program supports Vivid and POV-Ray 1 & 2 directly, by
   selecting raw output you can smooth triangles out with RAW2POV to
   create nice hills and dales. (Anger, 1993)

 * GEODOME - Utility for generating geodesic domes.  Output to
   POV-Ray 2.x format as either facets or a mesh of pipes and joints.
   IBM PC executable, with source included. (Wardley, 1994)

 * GFORGE - Graphical Fractal Forgery (source, DOS exe).  Generates
   16-bit heightfields for POV-Ray, using a high-quality algorithm:
   the IFFT of 1/f noise.  File formats include PGM, PNG, POV TGA
   heightfield, and Matlab bin.  Several parameters give you control
   over the appearance of the output, which can range from sand to
   hills to mountains.  Useful also for 2D textures; the image always
   tiles perfectly.  Now also supports craters.  (Beale, 1995)

 * HFLAB - Heightfield Lab (DOS/UNIX source, DOS exe).  Generates and
   manipulates 16-bit heightfields for POV-Ray, using a variety of
   mathematical and procedural algorithms.  Has a graphical interface
   for both DOS and X Windows.  Allows the combination of two or more
   heightfields by addition, multiplication, or side-by-side joining,
   and many other operators.  File formats include PGM, PNG, POV TGA
   heightfield, and Matlab 32-bit floating point.  (Beale, 1996).

 * LEVCON - Level Connector.  This takes an input image in PGM format
   and does mathematical "smoothing" on the data to generate smoothly
   varying surfaces.  The input image tells LEVCON which levels are to
   stay at their given height and which ones can change, and you tell
   LEVCON how to go about connecting the fixed levels.  See the classic
   image "kkteaset.jpg" at the povray.org Hall Of Fame to get an idea
   of what LEVCON can do (it made the tiles).  (Kivisalo, 1995)

 * LPARSER - L-system creator and mutator. This program is
   particularly strong in the creation of organic looking forms. Many
   example data files are included with the program.  The language of
   l-systems is not intuitive but the results can be truly stunning.
   Outputs to DXF (both R12 and 3D faces), POV-Ray 2.x, RAW and
   Renderstar VOL.  A wire-frame viewer that reads .3DS, .RAW,
   Fractint .RAY, ARE-24 .POL and Lparser/Renderstar .VOL files is
   included.  (Lapre, 1993)

 * LV20POVID - Newer and more powerful than LV2POV, this program
   reads an lviewer info file and generates data files in POV-Ray
   (1 & 2.x) and Vivid formats. The program's main strength lies in
   landscape generation. (van der Mark, 1993)

 * TRMK - Terrain Maker (DOS) uses a triangle midpoint subdivision
   algorithm to generate a variety of GIF heightfields.
   (Jorgensen, 1995)

 * PLANT - Fractal plant generator. Outputs supported are POV-Ray
   (1 & 2), Polyray and CTDS (Connect the dots smoother).
   (Bryerton, 1993)

 * SUDS - Random positioning of lots of spheres (or other objects)
   based on a variety of selections. (Farmer, Wegner & Schwan, 1994)

 * TORPATCH - This program creates a rope/wire object that passes
   smoothly through supplied points out of a series of clipped tori.
   Available as DOS EXE, and Turbo Pascal or C source.  Can also
   create a random tangle of wires. (Mackey & Beddes, 1996)

 * TWISTER - Utility that will create spirals, coils, etc., of
   blobs, cubes or sphere.  IBM PC executable with source, output to
   POV 2.x format.  (Wardley, 1994)

------------------------------

Subject 4.4 - Texture Editors

 * CMAP - Interactive color map creator for POV-Ray.
   (Lutz & Kretzschmar, 1993)

 * TCE - The color editor for POV-Ray 1. (Farmer, 1991)

 * TCEV - The color editor for Vivid. (Farmer, 1991)

 * TEXMAKE - Early version of a utility to assist in texture
   creation in POV-Ray 2.x. (Sigler, 1993)

 * TXMAG - Texture Magic is an interactive, 32-bit MS-Windows based
   texture editor for POV-Ray 2.x, Assymetrix 3D F/X, and Autodesk
   3D-Studio.
   ftp://ftp.povray.org/pub/povray/texture-editors/texture-magic/
   http://www.eskimo.com/~scott/povtext.html (Pultz, 1996)

------------------------------

Subject 4.5 - Animation

 * AERO - AERO is a X-Windows based physical simulation environment
   suitable for making complex, realistic animations.  Objects
   (including the camera) can be given properties like mass,
   velocity, and acceleration, constraints like springs and dampers
   can be specified between objects, and then AERO performs
   collision detection, position, and orientation calculations.
   Output is to POV-Ray 1.0 or 2.x scene files.
   (Keller, Stolz, Ziegler, Braunl, 1995)

 * AWKANI - AWK script to output POV-Ray animation data.
   (Farmer, 1992)

 * DTA - Dave's Targa Animator (DOS) converts .PNG, .TGA and many
   other single image format frames into .FLI's and .FLC's and
   back again.  It can also do useful things like finding the best
   256-color palette for a whole series of images.  (Mason, 1995)

 * MPEG_ENCODE - MPEG_ENCODE (source distribution, also many
   executables) can take images in PPM and JPEG formats (as well
   as other formats, if a ...toppm converter exists) to produce
   a fully compliant  MPEG 1 animation.  It is possible to run
   the encoding on multiple processors. It is available in many
   locations (see 2 - FTP Sites, Bulletin Boards, etc.)
   (Rowe, et al, 1995)

 * MPEG_PLAY - MPEG_PLAY (source distribution, also many executables)
   displays MPEG 1 encoded animations on a large variety of systems.
   (Rowe, et al, 1995)

 * PPP - The POV and PolyRay Preprocessor allows scene files to be
   created with conditional statements, loops, math functions,
   vector math, and more to generate one or more scene files for
   animation and complex object creation. (Wind, 1995)

 * PVQUAN - PVQUAN (source) is a set of tools that allow you to create
   .FLI creations on many platforms including UNIX and DOS.  Source
   code is provided and includes a hosts of useful functions like
   quantisation, .GIF read, display, etc.

 * RAYSCENE - Set of animation utilities, not raytracer specific.
   (Jarik & Hassi, 1991)

 * RTAG - Ray Tracing Animation Generator (not raytracer specific).
   A powerful program with its own language which supports, amongst
   other things, spline path generation. (Sherrod, 1993)

 * SCEDA - SCEDA is a descendant of the SCED X-Windows modeller,
   with enhancements to allow generation of multiple scene files
   for an animation.  (See also 3 - Modelling Software)
   (McLaughlin & Chenney, 1996)

 * SP - Spline paths for animations.  Many output formats (POV-Ray,
   Vivid, Polyray, 3DV, Wire 3D) and acceleration and deceleration
   are supported as well. (Mason, 1992)

 * ZOOM - Interpolates steps between two positions for POV-Ray 1.0.
   (Brown, 1993)

------------------------------

Subject 4.6 - Miscellaneous Utilities

 * POVMODE.EL - Emacs mode to handle POV-Ray syntax.  Available at:
   ftp://ftp.povray.org/pub/povray/old-incoming/misc/pov-mode.el

------------------------------

Subject: 5 - Further Information and Resources

------------------------------

Subject 5.1 - On-line Resources

 * FAQs
   All of the FAQs in the USENET heirarchy that are posted to the
   news.answers newsgroup (as all FAQs should be) are archived at:
   ftp://rtfm.mit.edu/pub/usenet/news.answers/

   They are also converted to HTML format and made available at:
   http://www.cis.ohio-state.edu/hypertext/faq/bngusenet/top.html

   For those people that are interested in learning about the internal
   workings of a ray tracer, you should take a look at the newsgroup
   comp.graphics.algorithms Frequently Asked Questions (FAQ).  This
   document describes rotations, intersections, texture mapping, etc.

 * Ray Tracing News
   Eric Haines <[email protected]> has put together a phenomenal amount of
   information on ray tracing.  This he combines into his Ray Tracing
   News (RTNews).  They are a wealth of information and contain
   articles, sofware reviews and comparisons, book reviews and lists
   of everything and anything to do with ray tracing.  They are
   available from many sites in text and/or HTML format, including:
   ftp://ftp.princeton.edu/pub/Graphics/RTNews/
   http://wuarchive.wustl.edu/graphics/graphics/ray/RTNews/html/
   http://www.povray.org/rtn/

   Eric's ray tracing and radiosity bibliographies as well as an
   FTP list are available at:
   ftp://ftp.princeton.edu/pub/Graphics/Papers/

 * Ray Tracing Bibliogaphy
   Rick Speer <[email protected]> has also done a lot of work in bringing
   together articles on ray tracing.  He maintains a cross-indexed ray
   tracing bibliography of over 500 articles from 1968 to the present.
   These include papers from all Siggraph, Graphics Interface,
   Eurographics, CG International and Ausgraph proceedings.  All
   citations are keyworded and cross-indices are supplied by author
   and keyword.

   The bibliography is in the form of a 41 page postscript file which
   is held at many ftp sites as "speer.raytrace.bib.ps.Z":
   ftp://wuarchive.wustl.edu/graphics/graphics/bib/RT.BIB.Speer/
   ftp://karazm.math.uh.edu/pub/Graphics/
   ftp://nic.funet.fi/pub/sci/papers/graphics/

   Ian Grimstead <[email protected]> has also collected
   together a large collection of over 360 pages on-line of ray
   tracing papers.  It is accessible via the World-Wide Web and has
   links to other on-line papers and documentation at:
   http://www.cm.cf.ac.uk/Ray.Tracing/RT.Bibliography.html

   Ian also maintains a web page of links to other WWW ray tracing
   pages.  You can also add your own links to ray tracing pages that
   you maintain at:
   http://www.cm.cf.ac.uk/Ray.Tracing/

 * Ray Tracing Abstracts
   Tom Wilson <[email protected]> has collected over 300 abstracts
   from ray tracing related papers and books.  The collections is
   available as plain ascii, with Latex and troff formatting programs
   included.  It is available as "rtabs.*" from many sites.

 * Graphics Resources List
   The Graphics Resources List contains a wealth of information on all
   sorts of computer graphics and visualization information.  It has
   info on mailing lists, plotting packages, ray tracers, other
   rendering methods, etc.  It is available on comp.graphics,
   comp.answers or archived at various sites.  The official archive is
   ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part1
   ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part2
   ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part3
   ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part4
   ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part5
   ftp://rtfm.mit.edu/pub/usenet/news.answers/graphics/resources-list/part6

 * Paper Bank Project
   Juhana Kouhia <[email protected]> has collected together various
   technical papers in electronic form.  Contact him for more
   information.

------------------------------

Subject 5.2 - Other Newsgroups

 Other newsgroups that may be of interest to you are listed below.

 - comp.graphics.algorithms
 - comp.graphics.animation
 - comp.graphics.apps.alias
 - comp.graphics.apps.lightwave
 - comp.graphics.apps.softimage
 - comp.graphics.apps.wavefront
 - comp.graphics.misc
 - comp.graphics.packages.3dstudio
 - comp.graphics.rendering.misc
 - comp.graphics.rendering.renderman
 - comp.graphics.visualization

------------------------------

Subject 5.3 - Books

 Title:      Ray Tracing Creations
 Authors:    Drew Wells and Chris Young
 Publisher:  The Waite Group
 Year:       1993
 ISBN:       1-878739-27-1

 This book has been written by Drew Wells and Chris Young, two of the
 original developers of POV-Ray, as a user and reference manual for
 POV-Ray.  Coming in at 573 pages, it's an excellent publication with
 literally hundreds of stunning colour and monochrome pictures.  The
 only drawback with the book is that it deals with POV-Ray version 1.0
 which is a dated now that version 3.0 is out, but it is still a very
 worthwhile investment for any POV-Ray user.


 Title:      Ray Tracing Worlds with POV-Ray
 Authors:    Alexander Enzmann, Lutz Kretzschmar, and Chris Young
 Publisher:  The Waite Group
 Year:       1994
 ISBN:       1-878739-64-6

 Raytracing Worlds with POV-Ray is written with the intermediate to
 advanced POV-Ray user in mind.  This book comes with POVRay 2.2,
 Moray, and several additional tools for MS-DOS on diskette.  It
 assumes you have a basic knowledge of POVRay, which you can easily
 get by reading the POVRay documentation.  An review of the book is
 available at:
 http://www.povray.org/povzine/povzine1/raytrace.html


 Title:      Adventures in Ray Tracing
 Author:     Alfonso Hermida
 Publisher:  Que Corp.
 Year:       1993
 ISBN:       1-56529-555-2

 This book looks at Alexander Enzmann's ray tracer, Polyray
 (see 1 - Ray Tracing Software), and the author's own modelling system,
 POVCAD which runs under MS Windows.  The two work well together.  The
 content of the book is good and, as in the previous book, there are
 many excellent illustrations and pictures.

 There are a few errors in the book, but Alfonso has produced an
 errata list which is available from:
 ftp://wuarchive.wustl.edu/graphics/graphics/books/erratas/


 Title:      Photorealism and Ray Tracing in C
 Authors:    Christopher Watkins, Stephen Coy, Mark Finlay
 Publisher:  M&T Books
 Year:       1993
 ISBN:       ????

 Provided with this book is source code for a ray tracer called Bob
 which is a subset of Stephen Coy's full-blown ray tracer, Vivid
 (see 1 - Ray Tracing Software).


 Title:      Making Movies on Your PC
 Authors:    David K. Mason and Alexander Enzmann
 Publisher:  The Waite Group
 Year:       1993
 ISBN:       1-878739-41-7

 Focusing on animation, this book is by David K. Mason, author of many
 utilities including DTA - Dave's Targa Animator, and Alexander
 Enzmann, author of Polyray.  These tools, and others, are used to show
 how animations can be created on a PC.  It's a 210 page book that is
 laid out well with ample illustrations.


 Title:      An Introduction to Ray Tracing
 Authors:    Andrew Glassner (ed)
 Publisher:  Academic Press
 Year:       1989
 ISBN:       1-12-286160-4

 An Introduction to Ray Tracing has its main focus on the programming
 techniques, implementation, and theoretical concepts in writing a ray
 tracer.  It has been described as one of the two required books for
 ray tracing programmers (the other being Object-Oriented Ray Tracing
 in C++ by Nicholas Wilt) .  It contains chapters from many of the
 pioneers of ray tracing.  Eratta is available at:
 http://wuarchive.wustl.edu/graphics/graphics/books/erratas/IntroToRT


 Title:      Object-Oriented Ray Tracing in C++
 Author:     Nicholas Wilt
 Publisher:  John Wiley & Sons
 Year:       1993
 ISBN:       0471-304-158
 US Price:   $36.95

 This book takes the reader through many issues involved with the
 development of a ray tracer in C++.  The last section of the book
 deals with OORT, a class library for ray tracing.  It does not
 implement any input language or user interface but uses C++ calls to
 the library.  This is intuitive, due to the nature of C++, and
 extremely powerful as all the normal constructs of C/C++ such as
 loops, conditionals, etc., are available.

 It's definately a programmer's book and some knowledge of graphics
 programming is assumed.  Because of this, the nature of the book is
 quite technical and can be hard going.  Eric Haines sums it up well:

 "If you want to make pretty pictures, get POV, Polyray, Rayshade,
 etc.  If you want to look at some nice C++ code for a vector & matrix
 library, etc, check this code out."

 The code is available from:
 ftp://wuarchive.wustl.edu/graphic/graphics/ray/
 ftp://ftp.funet.fi/pub/graphics/packages/ray-tracing/oort/

------------------------------

Subject 5.4 - Image Libraries

 The POV-Ray home site has a good collection of ray traced images.
 The site maintains a "Hall of Fame" for outstanding images created
 with POV-Ray:
 ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/
 http://www.povray.org/hof/

 The Rayshade home page also has an amazing collection of images made
 with this renderer and some custom additions at:
 http://www-graphics.stanford.edu/~cek/rayshade/gallery/gallery.html

------------------------------

Subject 5.5 - Texture Libraries

 There are a couple of initiatives under way to create a database of
 POV-Ray textures.  People who have any textures at all from POV-Ray
 are encouraged to send textures to the maintainers of the archives
 so that everyone can benefit from the time you spent on creating the
 textures.  A searchable index is available at:
 http://www.informatik.tu-cottbus.de/~rs/povray/tex_lib_eng.html
 http://www.informatik.tu-cottbus.de/~rs/povray/tex_lib.html [German]

 There is a library of building related textures (bricks, stone, etc),
 for use as image maps at:
 ftp://wuarchive.wustl.edu/packages/architec/Textures/

------------------------------

Subject 5.6 - Internet Ray Tracing Competition

 Starting in November 1994, Matt Kruse started a raytracing
 competition for the readers of c.g.r.r, and the internet in general.
 What started out small grew into a great forum for incredible
 raytraced images on the net.  Open to all artists using raytracing as
 their medium, the competition attracted artists of all skill levels,
 but more importantly served as a showcase of what is possible, and
 allowed everyone to learn a few tricks and techniques.  Winners
 invariably pushed the envelope of what people thought possible, and
 winning was important as much for the admiration of the other artists
 as it was for the prizes.  All of the submitted images from each
 month, along with the winners ones are available at:
 http://www.povray.org/competition/
 ftp://ftp.povray.org/pub/competition/

 Because of its popularity, Matt could not keep up with the work
 needed to run the competition to his satisfaction, and the contest
 closed one year after it started.  Fortunately, a new group of
 people, Bill Marrs, Chip Richards, and Jon Peterson, collectively
 known as the IRTC Admin Team, have picked up the flame with the
 blessing of Matt, and the new Internet Ray Tracing Competition has
 begun.  You can find out more about the competition, and see the
 images as each competition finishes at:
 http://www.povray.org/irtc/
 ftp://ftp.povray.org/pub/irtc/

 This competition will be something to look forward to every other
 month as the pictures become available for voting.  There have been
 spectacular images for the prior competitions, and I don't see any
 reason why future competitions won't have images at least as good
 as the previous ones.  Stay tuned!!!

------------------------------

Subject: 6 - Frequently Asked Questions

Now that you've been blasted with lists of FTP sites, utilitites,
software, books, etc., etc., the only questions you could possibly have
left to ask are those that...erm...aren't about FTP sites, utilities,
software or books, I suppose.  So this section attempts to answer all
the other questions that don't fit in above.

------------------------------

Subject 6.1 - "Can I post binaries/images to this group?"

 In a word, NO.  The group is part of the comp.graphics hierarchy
 which should be, and is, strictly non-binary.  The reason for this is
 that uuencoded binaries tend to be very large.  By restricting binary
 postings to the comp.binaries and alt.binaries hierachies, those
 sites who do not want to carry large volume groups can easily ignore
 anything under these two streams.

 Remember that most sites pay to transfer and store news and if they
 find that comp.graphics.rendering.raytracing is getting too
 expensive, they can just stop carrying it.  That is their right and
 priviledge.  Also remember that many individuals download this group
 via modems and pay for every byte.  They tend to get a bit annoyed
 when they have to fork out lots of money to download stuff they might
 not even want.

 But what if you're really desperate to share with us your latest ray
 tracing you've done depicting a mutant star camel exploding in a
 super nova while naked dancers melt into a checkered floor? (The
 checkered floor always turns up sooner or later).  Great!  I'm sure
 we'd love to see it, you should post it to
 news:alt.binaries.comp-graphics or news:alt.binaries.pictures.misc.

 If you're posting it (obviously not to c.g.r.r), you should remember
 to uuencode it and split it into small (less than 64k) parts.  Make
 sure to use an informative title like:

   RAY TRACING: MUTANT.GIF: mutant star camel scene, part 1 of 6

 and include a text posting (part 0 of n) that describes the picture,
 states what format it's in (.gif, .jpg, etc.), what size it is, how
 many colours, and anything else you want to mention.  The more you
 put, the better.

 You can then post to news:comp.graphics.rendering.raytracing, along
 with a few lines saying "I've just posted this image to
 alt.binaries.pictures.misc".  By the way, ray tracing pictures
 generally get a good response over in a.b.p.m and you'll often see
 request for them in news:alt.binaries.pictures.d (discussion group).

 If it's a utility you're working on, it should probably go to
 povray.org for POV-Ray utilities, or graphics.stanford.edu for
 Rayshade utilities, or whatever it is you're working on.

------------------------------

Subject 6.2 - "Where can I find model data for..."

 The former Avalon site has been closed down, and the Avalon model
 site has been moved to Viewpoint, a commercial model vendor, as of
 07/95.  It is the promise of Viewpoint that the Avalon data remain
 freely available to all.  Avalon is now located at:
 ftp://avalon.viewpoint.com/avalon/ or
 http://www.viewpoint.com/avalon.html or
 ftp://ftp.povray.org/pub/mirrors/avalon/ is a mirror.

 Avalon is probably the best site you'll find for free 3D model data.
 However, the home page at Viewpoint also has pointers to their free
 and commercial models if you can't find what you need at Avalon.
 Another commercial model vendor on the net is MeshMart at:
 http://cedar.cic.net/~rtilmann/mm/

 (See also 2 - FTP Sites, Web Sites, Bulletin Boards, etc.)

------------------------------

Subject 6.3 - "How can I view these pictures?"

 If you're using UNIX, you can use XV which is available as a source
 distribution from many sites, or ImageMagick, again available on many
 sites.  It should be noted that XV v3.00, which is installed at some
 sites, does not display TGA files, although XV v3.10 and ImageMagick
 do.

 If XV and/or ImageMagick do not support a particular image format you
 have, it probably doesn't actually exist :-).  However, if you need
 to handle large numbers of images in batch form, or if you don't have
 an X windows display and you want to manipulate images (but not
 necessarily view them), chances are that the netpbm package is what
 you need.  Netpbm is a command line utility, and can converting
 images from practically any format to any other, but it does not
 display the images themselves.

 If you're on a PC and using DOS, you'll probably want to get one of
 the myriad image display programs, such as QPV or PICLAB to do the
 displaying.  For MS-Windows users, lview seems to be a popular
 display/editing program, and for OS/2 there is PMJpeg, which is an
 OS/2 port of lview.  There are kegs-o-megs of PC image viewers at
 most ftp sites, so take your time and find one you like that has
 the features you need.

 These packages are available in countless locations on the Internet
 (see 4 - Utilities and Other Software).

------------------------------

Subject 6.4 - "What's the difference between rendering and ray tracing?"

 Ray tracing *is* rendering.  Rendering is the term which refers to
 the act of "painting" a digital image from some stored data.  There
 are many different methods of rendering, such as ray tracing, radiosity,
 z-buffer, painter's algorithm, etc.  Each method has its own merits,
 usually a trade-off between speed and quality or capabilities.

------------------------------

Subject 6.5 - "This picture doesn't trace."

 I know it might sound a bit obvious, but have you read the error
 message and tried to understand it?  Did you look in the manual?
 Still nothing?  I know I sound cynical, but it's not uncommon for
 people to have something go wrong and then post straight to the 'net
 without even *trying* to figure out what went wrong.  A little
 patience and thought will solve the problem a lot quicker.

 Here's some common problems:

 * POV-Ray versions
   A lot of people get fooled when trying to trace old POV-Ray code
   with a new version.  Use the -MV1.0 option or use #version in the
   code to get the parser to treat it as old code.  You may find that
   you have to change any references to "shapes.inc" to "shapes.old".

   The POV-Ray docs can help you out here.  What do you mean "I have't
   read the docs"?  Go read them.

 * Include files
   Have you checked that you've #included any include files that your
   scene requires?  Include files tend to define colours, textures or
   objects that your scene may use.  Make sure you've told the ray
   tracer where to look for include files.  For example, POV-Ray uses
   the -L option to specify the directory where include files are, eg.

     -L/home/adilger/povray/include

   The POV-Ray docs can help you out here.  What do you mean "I
   haven't read the docs"?  Go read them.

------------------------------

Subject 6.6 - "I traced my picture, but I can't see anything."

 If the picture is totally dark, there are a few things you can check:

 * Have you added any light sources?

 * Are the light sources blocked by anything?  (This is a favourite of
   Andy's - he puts in a large sphere for the sky and then add or move
   lights *outside* the sky sphere.  Where did the lights go?)

 * Where are you looking?  Is your camera inside an object (oops)?

 * Have you applied textures to your objects.  If you haven't, you
   might find that your ray tracer defaults your object to be black.

 Have you actually put anything into the picture?  This isn't as silly
 as it sounds.  If you #declare on object (POV-Ray, again) like this:

   #declare my_object=
   union {
     sphere { <0, 0, 0> 1 }
     cylinder { <-2, 0, 0> <2, 0, 0> 0.5 }
   }

 Then you have just told the ray tracer that when you refer to
 "my_object", you actually mean a union of a sphere and a cylinder as
 shown.  To use the object, you must explicitly put it in:

   object { my_object }

------------------------------

Subject 6.7 - "I traced my picture, but the output is garbage."

 Did you specify the correct output file format?  Most ray tracers
 have several options for output file formats.  If you haven't
 explicitly specified the output format, there's a good chance it's
 not what you want it to be.  Also note that using a file name with an
 extension (like .TGA) does not necessarily mean this is the format of
 image.  This is a common mistake with POV-Ray 2.2 for UNIX which uses
 an obscure output format by default.  Similarly, if you don't compile
 in the URT support for Rayshade, you will get MTV format output files.
 What is MTV you ask?  It's one of the very early publicly available
 ray tracers, written by Mark Terrence VandeWettering, now with
 Pixar.

 Some image display programs use the file extension to determine the
 file contents, so if you call the file output.tga, and it's actually
 a PNG image, your display program may complain that the TGA file is
 corrupted.  This is especially a problem with TGA files, since they
 do not start with a "magic number", and this makes file identification
 difficult.

------------------------------

Subject 6.8 - "What does this mean..."

 Some ray tracing and related terms you might come across:

 * CSG (Constructive Solid Geometry) - A term describing ways in which
   you can build up complex shapes from simple primitives like cubes,
   speres, and cylinders.  By combining the primitives in different
   ways, namely adding them together (union), taking one away from the
   other (difference) or getting the part where they intersect
   (intersection) you can make small building blocks, which can in
   turn be used to make more complex CSG objects.

 * Height Field - A height field can be thought of as a 3 dimensional
   bar graph.  It is a grid of data where the value at any point
   corresponds to the "altitude" of that point.  Height fields are
|   typically stored as grayscale images with the lighter areas being
|   higher, and the darker areas lower.  Heightfields are usually used
+   to create natural looking terrain, such as mountains, hills, and
+   craters, but they can be used anywhere that you need to extrude a
+   shape (eg a prism, text, or an embossed pattern).  You can get
+   software that will convert actual altitude data into a heightfield
+   image (DEM2POV), software that will create realistic heightfields
+   mathematically (HF-Lab, Terrain Maker, Vista Pro, Fractint), or
+   software to create raised patterns (Level Connector).

 * Radiosity - Most ray tracers use an empirical lighting model - that
   is the parameters specified for lights and objects do not really
   correspond to physical properties, but are selected to make things
   look good.  Radiosity calculates the reflections and lighting
   between all objects in the scene, and gives a more realistic
   rendering of the scene.  This method is very good at representing
   the diffuse lighting in a scene, while ray tracing is better at
   handling the reflection.  In some renderers, both techniques are
   used to give spectacular results.  Needless to say, radiosity is
   even more computationally complex than ray tracing.

------------------------------

Subject 6.9 - "Rotating/scaling this object doesn't work properly."

 With most ray tracers, rotating on object in a given direction
 rotates it around the axis *not* around its own centre.  If your
 object is centred on the X axis and you rotate it in the X direction,
 it will spin.  However, if it is some distance from the axis and you
 rotate it, it will "orbit" the X axis, tracing a circle with a radius
 equal to the distance of the object from the axis.

 Confused?  Think of the Earth spinning on it's axis.  It doesn't go
 anywhere because it is centred on its axis (ignoring rotation around
 the Sun).  The moon, however is some distance from the Earth's axis
 and as it rotates around that axis, it travels through space,
 orbiting the Earth.

 To work out which way something will move, you need to know if your
 ray tracer uses a left or a right handed co-ordinate system.
 POV-Ray, for example, uses a left handed system.  To work out which
 way an object will turn, point your thumb in the positive direction
 of the axis you're rotating in and the way you fingers curl indicate
 the direction of positive rotation.  The hand you use to do this
 depends on your ray tracer; left-handed, use left hand, right handed,
 use right hand.

 The same thing goes for scaling.  If your object is already some
 distance away from the origin, that distance will also get scaled.
 For example, if you have a sphere 2 units away from the origin, with
 a radius of 1 and you scale it by 2, the radius will now be 2 *and*
 the distance from the origin will be 4.

------------------------------

Subject 6.10 - "Why is the Z axis is pointing the wrong way?"

+ A common complaint in c.g.r.r is why POV (or other computer graphic
+ program) has the Z axis pointing in the "wrong" direction.  What's
+ wrong with the people who make this software?  Didn't they take
+ elementary geometry?

+ The truth is, what is the right co-ordinate system in computer
+ graphics (if you'll pardon the pun), depends on where you started
+ out.  Engineering and mathematics people use a right-handed co-ordinate
+ system.  The X and Y axes form a horizontal plane, with X increasing
+ to the right and Y increasing "upwards".  When we have a Z axis, it is
+ usually considered the "height" or "altitude" axis, and it would be
+ coming out of the page of a 2D graph.

+ The origins of computer graphics was in 2D, shown on a monitor, with
+ the same X and Y axes (X positive to the right and the Y positive
+ upwards).  When 3D was added in, the Z axis was used as the "depth"
+ into the monitor, since one was only interested in items "in front"
+ of the screen, and not those behind it where they couldn't be seen.
+ Since it was easiest to only store positive numbers for the Z value,
+ the Z axis is positive away from the viewer.  This is a left-handed
+ co-ordinate system.

+ Because of the way the graphics appear on the monitor, it is often
+ easiest to consider that Y is the vertical axis, since it is consistent
+ for both 2D and 3D graphics.  As for which one is better - you decide.
+ However, don't complain about software which uses the one that you
+ don't like, since you can always go ahead and write your own software...

------------------------------

Subject 6.11 - "Who is..."

 This section looks at some of the ray tracing artists and people who
 are particularly well known for their work, be it images or software.
 The list is in strict alphabetical order as I don't fancy the task of
 trying be subjective about who's pictures are better than who's.

 A VERY IMPORTANT POINT: A lot of these people have to pay for their
 Email and 'net access.  DO NOT send them large images or other posts
 without checking with them first.  Certain members of the POV team
 have recently had some pretty hideous costs (like $30 for 1 mail
 item) because of this.  (Was that OK, Dan?)

 * Truman Brown
   Truman Brown <[email protected]> is particularly well known
   for his "woild" series of images.  He is a self-confessed "Obsessed
   Programmer / Trace-aholic" and has written a range of very useful
   utilities, including Connect The Dots Smoother (CTDS), Circle
   Master (CM) and its companion, HYPE.

   He has an understanding wife but his kids wish he didn't hog the PC
   so much.  His utilities are available from most FTP sites and you
   can check out some of his images at:
   ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/
   http://www.povray.org/hof/

 * Dan Farmer
   One of the original POV-Ray development team, Dan Farmer has
   created a large portion of the POV-Ray demo scenes, as well as
   other amazing images including the stunning "frosty.gif".  Dan
   explains how he did it:

  "The image was done in POV-Ray.  It's really quite simple.  The face
   is a freely available dataset produced by Mira Imaging... I'm sure
   it exists on the net somewhere.  The fractal shape is done with
   Fractint, using the 16 bit continuous potential features.  It's an
   inverted Mandelbrot set.  The silver texture is Silver1 in
   textures.inc.  The sky is the usual bozo, but it's mapped onto a
   plane, not a sphere.  Floor is an imagemapped plane.  That's all
   there is to it!"

   Frosty's at ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/frosty.gif
   The Mira dataset ftp://ftp.povray.org/pub/povray/scenes/mirpov.zip

   Unfortunately, Dan rarely releases his source code any more due to
   certain unscrupulous sorts using his images for commercial purposes
   without payment or even permission.  Luckily, he has made the scene
   file for this image available on the POV-Ray CD-ROM which is also
   available online (see 1 - Ray Tracing Software).

   Dan has taken a leave of absence from the POV Team because he wants
   to spend more time with his real life than answering questions.  He
   asks that people not contact him with questions about POV-Ray.

 * Eric Haines
   Eric A. Haines <[email protected]> has probably done as much as anyone
   to make ray tracing as understandable and accessible as it
   currently is.  His many, many hours compiling the Ray Tracing News
   helped lots of people understand and develop ray tracing software,
   as well as serve as a forum for discussion between those interested
   in the art.  (See 5 - Further Information and Resources).

 * Mike Miller
   If you ever need inspiration to see what can be done using POV-Ray,
   a piece of graph paper and a pencil, then look at some of Mike
   Miller's <[email protected]> images.  His pictures never
   fail to impress and he has undoubtedly produced some of the best
   pictures ever created with POV-Ray.  Mike created many of the demo
   scenes that come with POV-Ray and he is responsible for the
   excellent textures in "stones.inc".

   The cover story of the January 1994 IEEE Computer Graphics and
   Applications is entitled "Mike Miller's Many Hats" and looks at his
   work and includes many of his pictures.

   You can find his images and scene files on many sites.  A good one
   to start with is ftp://ftp.povray.org/pub/povray/Hall-Of-Fame/ or
   ftp://ftp.povray.org/pub/povray/images/.

   Particular ones to look out for are benz9.jpg (model of a 1928
   Mercedes Benz), camera.jpg, bug1.gif, etc., etc., the list goes on.

 * Ken Musgrave
   Ken Musgrave <[email protected]> was called "the first true
   fractal-based artist" by Benoit Mandelbrot, the father of fractals.
   His work shows the artistic side of what can be done with
   mathematics and inspiration.  Many have seen his image "Blessed
   State" inside the cover of "Computer Graphics, Principles and
   Practice" by Foley & van Dam, the authoratative computer graphics
   book.  He has an excellent exhibit of his works available on the
   WWW at:

   http://www.seas.gwu.edu/faculty/musgrave/art_gallery.html

   Ken is currently applying his skills to creating an entire world
   model with algorithmic principles.  This project is named
   Slartibartfast, after the designer of worlds in the "Hitchiker's
   Guide to the Galaxy" series.

------------------------------

Subject: 7 - Roll the Credits

Special thanks go to Eric Haines <[email protected]> for his help and the
wealth of information he has provided both directly and in Ray Tracing
News, FTP lists, etc.

Thanks also to all those people who maintain other lists,
bibliographies, FTP sites, or have provided me with specific
information, told me where to look, produced mini-faqs (thanks John) or
have just posted answers to the group:

 John Beale <[email protected]>
 Nick Fotis <[email protected]>
 Jim Grimes <[email protected]>
 Ian Grimstead <[email protected]>
 Eric Haines <[email protected]>
 Laszlo Herczeg <las@[email protected]>
 Chris W. Morris <[email protected]
 Frank Neumann <[email protected]>
 Bjorn-Kare Nilssen <[email protected]>
 George Kyriazis <[email protected]>
 Daniel Palermo <[email protected]>
 Harry Rowe <[email protected]>
 Heinz Schuller <[email protected]>
 Rick Speer <[email protected]>
 Greg Ward  <[email protected]>
 Andy Wardley <[email protected]>
 Oliver Weyand <[email protected]>
 Marius Watz <[email protected]>

Finally, some king-size thanks to all those people out there who have
developed, and continue to do so, all the ray tracing software and
utilities that keep us so occupied.  Wives, girlfriends and children
may disagree on this point, but thanks anyway.

Special awards in this category go to Dan Farmer
<[email protected]> who wins the Award for "Not-Only-Doing-All-
His-POV-Team-Stuff-But-Also-Answering-Lots-of-Questions-And-Being-An-
All-Round-Mr.-Nice-Guy", and Chris Cason <[email protected]> who
gets the coveted "Also-Does-His-POV-Bit-Especially-Being-Admin-of-the-
POV-Site-And-Answering-Questions-As-Well-And-Making-the-POV-CD-Too".

Sorry if I've forgotten anyone.  Thanks anyway.

------------------------------

Subject: Epilogue

You may have noticed one or two gaps in the FAQ or spotted a glaring
error, or just thought of something that I really should have
mentioned.  If that's the case and you can provide some info or
corrections, then let me know and sort it out.

Well here you are at the end of the document, and your trace is still
only half done.  You've probably got time to walk the dog before it's
finished...

Happy Tracing.

--
Andreas Dilger   University of Calgary  \"If a man ate a pound of pasta and
(403) 220-8792   Micronet Research Group \ a pound of antipasto, would they
Dept of Electrical & Computer Engineering \   cancel out, leaving him still
http://www-mddsp.enel.ucalgary.ca/People/adilger/       hungry?" -- Dogbert