Introduction to POV-Ray

Total Page:16

File Type:pdf, Size:1020Kb

Introduction to POV-Ray Introduction to POV-Ray POV-Team for POV-Ray Version 3.6.1 ii Contents 1 Introduction 1 1.1 Program Description . 2 1.2 What is Ray-Tracing? . 2 1.3 What is POV-Ray? . 3 1.4 Features . 3 1.5 The Early History of POV-Ray . 4 1.5.1 The Original Creation Message . 5 1.5.2 The Name . 6 1.5.3 A Historic ’Version History’ . 8 1.6 How Do I Begin? . 9 1.7 Notation and Basic Assumptions . 9 2 Getting Started 11 2.1 Our First Image . 11 2.1.1 Understanding POV-Ray’s Coordinate System . 11 2.1.2 Adding Standard Include Files . 12 2.1.3 Adding a Camera . 13 2.1.4 Describing an Object . 14 2.1.5 Adding Texture to an Object . 14 2.1.6 Defining a Light Source . 15 2.2 Basic Shapes . 15 2.2.1 Box Object . 15 2.2.2 Cone Object . 16 2.2.3 Cylinder Object . 16 2.2.4 Plane Object . 17 2.2.5 Torus Object . 17 2.3 CSG Objects . 22 2.3.1 What is CSG? . 23 2.3.2 CSG Union . 23 2.3.3 CSG Intersection . 25 2.3.4 CSG Difference . 25 2.3.5 CSG Merge . 26 2.3.6 CSG Pitfalls . 27 2.4 The Light Source . 27 2.4.1 The Pointlight Source . 28 2.4.2 The Spotlight Source . 29 2.4.3 The Cylindrical Light Source . 30 iv CONTENTS 2.4.4 The Area Light Source . 30 2.4.5 The Ambient Light Source . 32 2.4.6 Light Source Specials . 32 2.5 Simple Texture Options . 34 2.5.1 Surface Finishes . 35 2.5.2 Adding Bumpiness . 35 2.5.3 Creating Color Patterns . 35 2.5.4 Pre-defined Textures . 36 2.6 Using the Camera . 37 2.6.1 Using Focal Blur . 37 2.7 POV-Ray Coordinate System . 39 2.7.1 Transformations . 39 2.7.2 Transformation Order . 42 2.7.3 Inverse Transform . 42 2.7.4 Transform Identifiers . 42 2.7.5 Transforming Textures and Objects . 43 2.8 Setting POV-Ray Options . 44 2.8.1 Command Line Switches . 44 2.8.2 Using INI Files . 45 2.8.3 Using the POVINI Environment Variable . 46 3 Advanced Features 49 3.1 Spline Based Shapes . 49 3.1.1 Lathe Object . 49 3.1.2 Surface of Revolution Object . 57 3.1.3 Prism Object . 58 3.1.4 Sphere Sweep Object . 64 3.1.5 Bicubic Patch Object . 65 3.1.6 Text Object . 70 3.2 Polygon Based Shapes . 73 3.2.1 Mesh Object . 73 3.2.2 Mesh2 Object . 75 3.2.3 Polygon Object . 81 3.3 Other Shapes . 83 3.3.1 Blob Object . 83 3.3.2 Height Field Object . 88 3.3.3 Isosurface Object . 89 3.3.4 Poly Object . 105 3.3.5 Superquadric Ellipsoid Object . 111 3.4 Advanced Texture Options . 114 3.4.1 Pigments . 115 3.4.2 Normals . 120 3.4.3 Finishes . 123 3.4.4 Working With Pigment Maps . 127 3.4.5 Working With Normal Maps . 128 3.4.6 Working With Texture Maps . 129 3.4.7 Working With List Textures . 130 3.4.8 What About Tiles? . 131 3.4.9 Average Function . 131 CONTENTS v 3.4.10 Working With Layered Textures . 132 3.4.11 When All Else Fails: Material Maps . 138 3.4.12 Limitations Of Special Textures . 140 3.5 Using Atmospheric Effects . 141 3.5.1 The Background . ..
Recommended publications
  • Photon Mapping Assignment
    Photon Mapping Assignment 15-864 Advanced Computer Graphics, Carnegie Mellon University Instructor: Doug L. James TA: Christopher Twigg Introduction sampling to emit photons of equal intensity from the diffuse area light source. Use the ray tracer’s functionality to propagate photons In this assignment you will implement (portions of) a photon map- (reflect, transmit and absorb) throughout the scene. To maintain ping renderer. For simplicity, we will only consider scenes with a photons of similar intensity, use Russian roulette [Arvo and Kirk single area light source, and assume surfaces are diffuse, or purely 1990] to determine if photons are absorbed (diffuse), transmitted specular (e.g., mirror or glass). To generate images for testing and (transparent), or reflected at surfaces. Use Schlick’s approximation grading, a test scene will be provided for you on the class website; to Fresnel’s specular reflection coefficient to determine the prob- this will be a very simple consisting of the Cornell box, an area ability of transmission and reflection at specular interfaces, e.g., light source, and specular spheres. Although a brief explanation of glass. Store the photons in the photon map using Jensen’s kd-tree what needs to be done is given below, further implementation de- data structure implementation (provided on the web page). Once tails can be found in [Jensen 2001; Jensen 1996], as well as other these photons are stored, the data structure can compute the filtered ray tracing [Shirley 2000], Monte Carlo [Jensen 2003], and global irradiance estimates you need later. illumination texts [Dutre´ et al. 2003]. Build the Caustic Photon Map (20 points): The high- Getting Started: Familiarize yourself with resolution caustic photon map represents the LS+D paths, and it the ray tracer is therefore only necessary to emit photons toward specular objects when computing the caustic photon map.
    [Show full text]
  • POV-Ray Reference
    POV-Ray Reference POV-Team for POV-Ray Version 3.6.1 ii Contents 1 Introduction 1 1.1 Notation and Basic Assumptions . 1 1.2 Command-line Options . 2 1.2.1 Animation Options . 3 1.2.2 General Output Options . 6 1.2.3 Display Output Options . 8 1.2.4 File Output Options . 11 1.2.5 Scene Parsing Options . 14 1.2.6 Shell-out to Operating System . 16 1.2.7 Text Output . 20 1.2.8 Tracing Options . 23 2 Scene Description Language 29 2.1 Language Basics . 29 2.1.1 Identifiers and Keywords . 30 2.1.2 Comments . 34 2.1.3 Float Expressions . 35 2.1.4 Vector Expressions . 43 2.1.5 Specifying Colors . 48 2.1.6 User-Defined Functions . 53 2.1.7 Strings . 58 2.1.8 Array Identifiers . 60 2.1.9 Spline Identifiers . 62 2.2 Language Directives . 64 2.2.1 Include Files and the #include Directive . 64 2.2.2 The #declare and #local Directives . 65 2.2.3 File I/O Directives . 68 2.2.4 The #default Directive . 70 2.2.5 The #version Directive . 71 2.2.6 Conditional Directives . 72 2.2.7 User Message Directives . 75 2.2.8 User Defined Macros . 76 3 Scene Settings 81 3.1 Camera . 81 3.1.1 Placing the Camera . 82 3.1.2 Types of Projection . 86 3.1.3 Focal Blur . 88 3.1.4 Camera Ray Perturbation . 89 3.1.5 Camera Identifiers . 89 3.2 Atmospheric Effects .
    [Show full text]
  • Real-Time Global Illumination with Photon Mapping Niklas Smal and Maksim Aizenshtein UL Benchmarks
    CHAPTER 24 Real-Time Global Illumination with Photon Mapping Niklas Smal and Maksim Aizenshtein UL Benchmarks ABSTRACT Indirect lighting, also known as global illumination, is a crucial effect in photorealistic images. While there are a number of effective global illumination techniques based on precomputation that work well with static scenes, including global illumination for scenes with dynamic lighting and dynamic geometry remains a challenging problem. In this chapter, we describe a real-time global illumination algorithm based on photon mapping that evaluates several bounces of indirect lighting without any precomputed data in scenes with both dynamic lighting and fully dynamic geometry. We explain both the pre- and post-processing steps required to achieve dynamic high-quality illumination within the limits of a real- time frame budget. 24.1 INTRODUCTION As the scope of what is possible with real-time graphics has grown with the advancing capabilities of graphics hardware, scenes have become increasingly complex and dynamic. However, most of the current real-time global illumination algorithms (e.g., light maps and light probes) do not work well with moving lights and geometry due to these methods’ dependence on precomputed data. In this chapter, we describe an approach based on an implementation of photon mapping [7], a Monte Carlo method that approximates lighting by first tracing paths of light-carrying photons in the scene to create a data structure that represents the indirect illumination and then using that structure to estimate indirect light at points being shaded. See Figure 24-1. Photon mapping has a number of useful properties, including that it is compatible with precomputed global illumination, provides a result with similar quality to current static techniques, can easily trade off quality and computation time, and requires no significant artist work.
    [Show full text]
  • Asmc Macro Assembler Reference Asmc Macro Assembler Reference
    Asmc Macro Assembler Reference Asmc Macro Assembler Reference This document lists some of the differences between Asmc, JWasm, and Masm. In This Section Asmc Command-Line Option Describes the Asmc command-line option. Asmc Error Messages Describes Asmc fatal and nonfatal error messages and warnings. Asmc Extensions Provides links to topics discussing Masm versus Asmc. Directives Reference Provides links to topics discussing the use of directives in Asmc. Symbols Reference Provides links to topics discussing the use of symbols in Asmc. Change Log | Forum Asmc Macro Assembler Reference Asmc Command-Line Reference Assembles and links one or more assembly-language source files. The command-line options are case sensitive. ASMC [[options]] filename [[ [[options]] filename]] options The options listed in the following table. Set CPU: 0=8086 (default), 1=80186, 2=80286, 3=80386, 4=80486, /[0|1|..|10][p] 5=Pentium,6=PPro,7=P2,8=P3,9=P4,10=x86-64. [p] allows privileged instructions. /assert Generate .assert(code). Same as .assert:on. /bin Generate plain binary file. Push user registers before stack-frame is created in a /Cs proc. /coff Generate COFF format object file. /Cp Preserves case of all user identifiers. /Cu Maps all identifiers to upper case (default). Link switch used with /pe -- subsystem:console /cui (default). /Cx Preserves case in public and extern symbols. Defines a text macro with the given name. If value is /Dsymbol[[=value]] missing, it is blank. Multiple tokens separated by spaces must be enclosed in quotation marks. /enumber Set error limit number. /elf Generate 32-bit ELF object file. /elf64 Generate 64-bit ELF object file.
    [Show full text]
  • Efficient Rendering of Caustics with Streamed Photon Mapping
    BULLETIN OF THE POLISH ACADEMY OF SCIENCES TECHNICAL SCIENCES, Vol. 65, No. 3, 2017 DOI: 10.1515/bpasts-2017-0040 Efficient rendering of caustics with streamed photon mapping K. GUZEK and P. NAPIERALSKI* Institute of Information Technology, Lodz University of Technology, 215 Wolczanska St., 90-924 Lodz, Poland Abstract. In this paper, we present the streamed photon mapping method for enhancing the rendering of caustics. In order to achieve a realistic caustic effect, global illumination methods require additional data, which are gathered by creating a caustic map or increasing the number of samples used for rendering. Our method employs a stream of photons with a varying luminance level depending on the material properties of the surface. The application of a concentrated photon stream provides the ability to render caustics effectively without increasing the number of photons in a photon map. Such an approach increases visibility of results, while also allowing for faster computations. Key words: rendering, global illumination, photon mapping, caustics. 1. Introduction 2. Rendering caustics The interaction of light with matter in the real world results The first attempt to simulate a natural caustic effect was the in a variety of optical phenomena. Understanding how those path tracing method, introduced by James Kajiya in 1986 [4]. phenomena occur and where to implement them is crucial for However, the method proved to be highly inefficient. The creating realistic image renders. When observing the reflection caustics were poorly rendered, as the light source was obscure. or refraction of light through curved surfaces, one may notice A significant improvement was introduced both and inde- some characteristic patches of light, referred to as caustics.
    [Show full text]
  • EZ-USB® FX3™ Technical Reference Manual
    EZ-USB® FX3™ Technical Reference Manual Spec No.: 001-76074 Rev. *E May 31, 2017 Cypress Semiconductor 198 Champion Court San Jose, CA 95134-1709 www.cypress.com Copyrights Copyrights © Cypress Semiconductor Corporation, 2012-2017. This document is the property of Cypress Semiconductor Corporation and its subsidiaries, including Spansion LLC ("Cypress"). This document, including any software or firmware included or refer- enced in this document ("Software"), is owned by Cypress under the intellectual property laws and treaties of the United States and other countries worldwide. Cypress reserves all rights under such laws and treaties and does not, except as spe- cifically stated in this paragraph, grant any license under its patents, copyrights, trademarks, or other intellectual property rights. If the Software is not accompanied by a license agreement and you do not otherwise have a written agreement with Cypress governing the use of the Software, then Cypress hereby grants you a personal, non-exclusive, nontransferable license (without the right to sublicense) (1) under its copyright rights in the Software (a) for Software provided in source code form, to modify and reproduce the Software solely for use with Cypress hardware products, only internally within your organi- zation, and (b) to distribute the Software in binary code form externally to end users (either directly or indirectly through resell- ers and distributors), solely for use on Cypress hardware product units, and (2) under those claims of Cypress's patents that are infringed by the Software (as provided by Cypress, unmodified) to make, use, distribute, and import the Software solely for use with Cypress hardware products.
    [Show full text]
  • Getting Started (Pdf)
    GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo.
    [Show full text]
  • Epi Info, Version 6
    Epi Info, Version 6 A Word-Processing, Database, and Statistics Program for Public Health on IBM-compatible Microcomputers Program design by Andrew G. Dean, Jeffrey A. Dean, Denis Coulombier, Anthony H. Burton, Karl A. Brendel, Donald C. Smith, Richard C. Dicker, Kevin M. Sullivan, Robert F. Fagan, Programming by Jeffrey A. Dean, Denis Coulombier, Donald C. Smith, Karl A. Brendel, Thomas G. Arner, and Andrew G. Dean Manual by Andrew G. Dean Revised for Version 6.03, January 1996 Produced by: The Division of Surveillance and Epidemiology Epidemiology Program Office Centers for Disease Control and Prevention (CDC) Atlanta, Georgia 30333 in collaboration with The Global Programme on AIDS World Health Organization (WHO) Geneva, Switzerland This manual and the programs are in the public domain and may be freely copied, translated, and distributed without restriction. They are available on the Internet at ftp.cdc.gov Suggested citation: Dean AG, Dean JA, Coulombier D, Brendel KA, SmithDC, Burton AH, Dicker RC, Sullivan K, Fagan RF, Arner, TG. Epi Info, Version 6: a word processing, database, and statistics program for public health on IBM- compatible microcomputers. Centers for Disease Control and Prevention, Atlanta, Georgia, U.S.A., 1996. Epi Info Hotline for Technical Assistance (404) 728-0545 FAX (404) 315-6440 [email protected] Acknowledgements Dr. David Martin, Brookline, Mass, and A. Ray Simons, Atlanta, Georgia, provided Turbo Pascal procedures for exact confidence limits. Ruth A. Etzel, M.D., and Daniel C. Rodrigue, M.D., of the Centers for Disease Control and Prevention provided the materials for Chapter 12. S. Kathleen Egan of the Epidemiology Program Office produced portions of the EPED tutorials.
    [Show full text]
  • 2014 3-4 Acta Graphica.Indd
    Vidmar et al.: Performance Assessment of Three Rendering..., acta graphica 25(2014)3–4, 101–114 author viewpoint acta graphica 234 Performance Assessment of Three Rendering Engines in 3D Computer Graphics Software Authors Žan Vidmar, Aleš Hladnik, Helena Gabrijelčič Tomc* University of Ljubljana Faculty of Natural Sciences and Engineering Slovenia *E-mail: [email protected] Abstract: The aim of the research was the determination of testing conditions and visual and numerical evaluation of renderings made with three different rendering engines in Maya software, which is widely used for educational and computer art purposes. In the theoretical part the overview of light phenomena and their simulation in virtual space is presented. This is followed by a detailed presentation of the main rendering methods and the results and limitations of their applications to 3D ob- jects. At the end of the theoretical part the importance of a proper testing scene and especially the role of Cornell box are explained. In the experimental part the terms and conditions as well as hardware and software used for the research are presented. This is followed by a description of the procedures, where we focused on the rendering quality and time, which enabled the comparison of settings of different render engines and determination of conditions for further rendering of testing scenes. The experimental part continued with rendering a variety of simple virtual scenes including Cornell box and virtual object with different materials and colours. Apart from visual evaluation, which was the starting point for comparison of renderings, a procedure for numerical estimation and colour deviations of ren- derings using the selected regions of interest in the final images is presented.
    [Show full text]
  • The Photon Mapping Method
    7 The Photon Mapping Method “I get by with a little help from my friends.” —John Lennon, 1940–1980 HOTON mapping is a practical approach for computing global illumination within complex P environments. Much like irradiance caching methods, photon mapping caches and reuses illumination information in the scene for efficiency. Photon mapping has also been successfully applied for computing lighting within, and in the presence of, participating media. In this chapter we briefly introduce the photon mapping technique. This sets the foundation for our contributions in the next chapter, which make volumetric photon mapping practical. 7.1 Algorithm Overview Photon mapping, introduced by Jensen[1995; 1996; 1997; 1998; 2001], is a practical approach for computing global illumination. At a high level, the algorithm consists of two main steps: Algorithm 7.1:PHOTONMAPPING() 1 PHOTONTRACING(); 2 RENDERUSINGPHOTONMAP(); In the first step, a lighting simulation is performed by tracing packets of energy, or photons, from light sources and storing these photons as they scatter within the scene. This processes 119 120 Algorithm 7.2:PHOTONTRACING() 1 n 0; e Æ 2 repeat 3 (l, pdf (l)) = CHOOSELIGHT(); 4 (xp , ~!p , ©p ) = GENERATEPHOTON(l ); ©p 5 TRACEPHOTON(xp , ~!p , pdf (l) ); 6 n 1; e ÅÆ 7 until photon map full ; 1 8 Scale power of all photons by ; ne results in a set of photon maps, which can be used to efficiently query lighting information. In the second pass, the final image is rendered using Monte Carlo ray tracing. This rendering step is made more efficient by exploiting the lighting information cached in the photon map.
    [Show full text]
  • The Beam Radiance Estimate for Volumetric Photon Mapping
    The Beam Radiance Estimate for Volumetric Photon Mapping Wojciech Jarosz, Matthias Zwicker, and Henrik Wann Jensen University of California, San Diego Abstract We present a new method for efficiently simulating the scattering of light within participating media. Using a theoretical reformulation of volumetric photon mapping, we develop a novel photon gathering technique for participating media. Traditional volumetric photon mapping samples the in-scattered radiance at numerous points along the length of a single ray by performing costly range queries within the photon map. Our technique replaces these multiple point-queries with a single beam-query, which explicitly gathers all photons along the length of an entire ray. These photons are used to estimate the accumulated in-scattered radiance arriving from a particular direction and need to be gathered only once per ray. Our method handles both fixed and adaptive kernels, is faster than regular volumetric photon mapping, and produces images with less noise. Keywords: participating media, light transport, global illumination, rendering, photon tracing, photon map, ray marching, nearest neighbor, variable kernel method. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: raytracing; color, shading, shadowing, and texture; I.6.8 [Simulation and Modeling]: Monte Carlo; G.1.9 [Numerical Analysis]: Fredholm equations; integro-differential equations. 1. Introduction these approaches is that they suffer from noise that can only The appearance of many natural phenomena, such as human be overcome with a huge computational effort. skin, clouds, fire, water, or the atmosphere, are strongly in- One strategy to solve this issue is to make simplifying as- fluenced by the interaction of light with volumetric media.
    [Show full text]
  • Kerkythea 2007 Rendering System
    GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo.
    [Show full text]