TITLE: How do raytracers work? NAME: Stig M. Valstad COUNTRY: Norway EMAIL: svalstad@sn.no TOPIC: Magic COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: stray.jpg ZIPFILE: stray.zip RENDERER USED: Polyray v1.8 TOOLS USED: nedit, xv, ImageMagick, dem2pov RENDER TIME: 2h 32m 30s HARDWARE USED: Cyrix 686 100 Mhz w/64 MB RAM IMAGE DESCRIPTION: When I heard that the subject for this round was 'Magic', I thought: 'Great subject'. Then I spent three weeks without getting any usable ideas. Suddenly a thought struck me: 'How do raytracers work?'. I know something about programming, and applying that knowledge I came to the conclusion that the only way they could possible work is by magic. Basically it is a computer, much like mine, surrounded by objects adapted from objects in earlier pictures I've made, floating over a landscape, basically northern parts of Colorado, USA (the textures are probably all wrong, still I hope for good scores from any judges from Colorado. ;-) At the left is the much of the source code used for this image. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: First of all I made a mental image of what the final image should look like before I did any work on the scene files. It's ended up closer to the original mental image than my pictures usually do. I started off making the landscape which is made from 14 DEM files converted to TGA format with dem2pov. All these height fields consume vast amounts of memory, so to make it all manageable the ones furthest away are reduced to 1/4 of original size and the ones in the middle distance are reduced to 1/2 size with ImageMagic. Next I collected the five objects that were to surround the computer and refined some of the objects I was not satisfied with. Then I started making the computer. It is mostly boxes CSGed together from measurements made on my own computer. The only slightly tricky bit was the keys on the keyboard which are made from a stretched and chopped superq object. All the keys that are on my keyboard are there (Each key is labeled with its character in the scene file, except for the three Norwegian letters. I found that Polyray doesn't accept Norwegian letters in comments). Lastly I put all together, adjusting the size of all objects to make them fit in. Lots of trial renders to adjust the positions of everything and the lighting. nedit was used for writing the source code, xv for screen captures, and ImageMagick for scaling the TGA height fields and TGA to JPG conversion. All source code and the most important imagemaps are included. The DEMs/height fields are not included because of the sheer size of them, but you can find the DEMs at: ftp://edcsgs9.cr.usgs.gov/pub/data/DEM/250/