TITLE: Cognitive Enhancement NAME: Marlo Steed COUNTRY: Canada EMAIL: marlo.steed@uleth.ca TOPIC: Future COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: alcove.jpg RENDERER USED: Lightwave TOOLS USED: Lightwave for modeling and rendering - Painter 7 for creating the textures RENDER TIME: 12 hours - radiosity HARDWARE USED: Powerbook G4 IMAGE DESCRIPTION: The concept is, that at some point we will interface with technology - yeah, call it cyborg but watered down. In this instance, memory devices will be designed to interface with our brains and extend our cognitive capabilities. Of course these will become fashionable items and worthy of showing off. So that is what I tried to depict with the girl and the device protruding from her skull. The company has a color label applied to advertise the latest version. The other aspect of these devices is that for a price, one can download all kinds of useful knowledge and skills - enter the "Learning Alcove". Step into this location and new information can be downloaded into your enhanced memory interface. Welcome to the future of learning. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The actual building and the corridors started out as a simple box and from a series of smooth shifts and bevels the structure emerged (then flipped the polygons inward). I wanted the future to be rounded with no square edges- so everything was routered or beveled and then smoothed with subdivision surfaces. The texture for the floor was a serendipitous mistake; I had prepared a tiled image in Painter but I applied it in the wrong dimensional plane but it looked so cool, that I left it. The structures and detail on the walls and in the Learning Alcove were all modeled using a variety of primitives and techniques, from extruding bezier curve created polygons, to beveling, shifting, and routering. The female models I customized by creating their dresses and modifying facial features. I also used a velvet texture which looks quite good. There were no lights in the scene (well at least in the modeling sense of inserting lights) - except for a couple of spot lights back in the Learning Alcove. The entire scene was lit by the luminosity of the texture that was applied to the actual lighting polygon along the ceiling. With radiosity, the texture's luminosity became the light source. The blue and red lights also had luminosity cranked up and added a slight glow to emulate a light source.