TITLE: Padded Cell NAME: John Haggerty; Corey Woodworth COUNTRY: USA EMAIL: slm@slimeland.com WEBPAGE: http://www.slimeland.com/ TOPIC: Loneliness COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: paddcell.jpg ZIPFILE: paddcell.zip RENDERER USED: POV-Ray 3.5 TOOLS USED: Photoshop RENDER TIME: 2 hours, 42 minutes, 58 seconds HARDWARE USED: 2ghz P4 with 512mb RAM IMAGE DESCRIPTION: The image depicts an asylum inmate in a dimly lit padded cell. Alone and friendless, he sleeps under a blanket beneath the thin beams of light from the world outside. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: We created this image by swapping it back and forth, an idea taken from what is called "Photoshop Tennis." One of us created a simple scene, which we sent to the other, who worked on it, and sent it back. Each iteration added more detail and developed the scene further. The process of the image's creation can be seen at http://www.ozoneasylum.com/Forum11/HTML/000446.html for at least a short time after 31 August. The image is made almost entirely of CSG. It began with a simple room whose walls were made of spheres to create a padded look, and a simple spherical light hanging from the ceiling. A door and some media were quickly added. The media is nothing more than emmitting media. Giving the light source a high fade_power created darkness in the corners, simulating absorbtion media. Together this created the look of scattering media. The beam of light from the door's window was modelled by a very simple triangle mesh, dynamically generated. The light bulb was made of little more than a sphere containing some sphere sweeps. The cage around the bulb was also made with sphere sweeps. The mattress was a scaled superquadric ellipsoid. The blanket is really a height field. This height field was created by modelling a very simple person in the fetal position; an overhead view of this image was brought into Photoshop, and manipulated to create the effect of a blanket draped over the shape. Although the blanket doesn't really cover anything, there is hair near the place where the head would be poking out. The hair was modelled with a large number of sphere sweeps. These made up most of the rendering time. Highly turbulated noise was used to create the majority of the textures.