TITLE: Oops NAME: Matthias M. Giwer COUNTRY: USA EMAIL: jull43@ij.net WEBPAGE: www.giwersworld.org TOPIC: Pursuit and Escape COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. MPGFILE: oops.mpg ZIPFILE: oops.zip RENDERER USED: povray 3.1g for linux TOOLS USED: gimp, Berkeley mpeg_encode CREATION TIME: about 85 hours Praise Torvalds. Windows would have crashed in the middle of many scenes. The following times are not necessary the final times included in the animation as speed enhancements were made in the process of revising some scenes in addition to quality changes. Q is Quality. Note overlaps in frames. Q9 scene 0, 000-099, 4h 13m, intro Q7 100-399, 47h 18m, pex 300-399, 1h 35m , pex Q9 scene 1, 100-199, 30h, target into gate scene 2, 200-299, 30h, ship into gate scene 3, 300-399, 8h, through wormhole Q7 scene 4, 400-499, 4h 18m, approaching earth scene 5, 500-599, 3h, around and away from earth scene 6a 600-685, 4h 21m, firing and coming around to moon scene 6b 686-724, 2h 10m, slice the moon HARDWARE USED: PII/333, Redhat 7.0 ANIMATION DESCRIPTION: Just your basic chase scene through a wormhole via my kind of jumpgate and a flyby of earth and moon. Then some Startrekkian visible laser shoot 'em up ending with an OOPS! of destroying the moon. Some of the stills going into this were presented and discussed in povray.binaries.stills during the contest period. Descriptions of their creation may be found there. Some scenes were posted to povray.binaries.animation during the contest period. VIEWING RECOMMENDATIONS: Videoblaster Super 3000 Duper Stereovisor with Quad sound and Gordie Mk 4 Mod 2 drivers but an ordinary monitor is reported to work. (What in the heck is this paragraph supposed to include?) DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: In a very ad hoc manner. The zip file contains more or less the complete things that went into the code but they were hand changed between scenes and within scenes so do not expect it to duplicate the MPEG. Thus the included mpeg_encode script is misleading to that extent. It means you can not render from 000-724 and expect the same results. Full duplication would require the use of compressed image maps running to 10 Megs in size and therefore are not included. The Gimp was used to create the starfield in the scenes including the earth as well as the parts of the composite image which goes into the earth. It was also used to create the texture for the spreading destruction of the moon. The wormhole is the torus with the lightening texture in the source file. Refer to the first two numbers to see how to get the odd result. In the earth and moon scenes the union universe of earth, moon, sun, and stars moves around the target, ship and camera at 0,0,0 with fixed displacements to each other. It's a lot easier that way and quite an ego boost to move the universe so freely. Of course if a camera could be included in a union ... or if I could figure out how to include one ... COMMENTS: I know stars don't flicker viewed in space. It appears due to inadequate sampling but with some peak times of 32 minutes per frame, I'll live with it. Note the image of the earth includes the lights of the earth on the side in darkness deliberately rather than an artifact. Moon and earth darkside image maps were released by NASA. The sun side land image is from KDE World Watch under GNU copyright. Sun side ocean, clouds and north polar ice are my addition as well as creation of the composite. The odd movement of the moon back into frame in the last scene is an artifact of procrastination. That was the worst problem with the long rendering times getting interested in doing something else in the days some scenes took to render. Realizing a start over quality Aw Sh*t after a scene was completed was not encouraging. The five meg limit prohibited showing the moon crash into the earth; perhaps I'll show it in "Oops: Generations." If stars can flicker, don't bother me about celestial mechanics. Three species are no longer endangered as a result of this production.