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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
I'm not very experienced in raytracing, but i recently wrote a program
that displays fractals. I had the idea of creating a height-map out of
the fractal, but that didnt work out right. Then I tried to use many little
triangles to construct the fractal, and here's how it looks (+some effects
for the optics) If anyone wants to have the program(~350k), just ask, but
I still have to write something like a manual, because its pretty complex
<center>
<p><img SRC="cid:par### [at] rz-onlinede" height=480 width=640>:</center>
<p>--
<br>Linux is like a wigwam - no windows, no gates, apache inside!
<br> </html>
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Attachments:
Download 'c:\windows\temp\nsmailal.jpeg.jpg' (104 KB)
Preview of image 'c:\windows\temp\nsmailal.jpeg.jpg'
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Neat effect.
Hmm, Tried using a smooth_triangle for outpuut? the results will probably look a
bit better.
Peter Pfahl wrote:
>
> I'm not very experienced in raytracing, but i recently wrote a program that
> displays fractals. I had the idea of creating a height-map out of the fractal,
> but that didnt work out right. Then I tried to use many little triangles to
> construct the fractal, and here's how it looks (+some effects for the optics)
> If anyone wants to have the program(~350k), just ask, but I still have to
> write something like a manual, because its pretty complex
>
> [Image]:
>
> --
> Linux is like a wigwam - no windows, no gates, apache inside!
>
--
//Spider
[ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
"Marian"
By: "Sisters Of Mercy"
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Yeah, I'll try that...have to think of a way to calculate the normals of the
corners....
Spider schrieb:
> Neat effect.
> Hmm, Tried using a smooth_triangle for outpuut? the results will probably look a
> bit better.
>
> Peter Pfahl wrote:
> >
> > I'm not very experienced in raytracing, but i recently wrote a program that
> > displays fractals. I had the idea of creating a height-map out of the fractal,
> > but that didnt work out right. Then I tried to use many little triangles to
> > construct the fractal, and here's how it looks (+some effects for the optics)
> > If anyone wants to have the program(~350k), just ask, but I still have to
> > write something like a manual, because its pretty complex
> >
> > [Image]:
> >
> > --
> > Linux is like a wigwam - no windows, no gates, apache inside!
> >
>
> --
> //Spider
> [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> What I can do and what I could do, I just don't know anymore
> "Marian"
> By: "Sisters Of Mercy"
--
Linux is like a wigwam - no windows, no gates, apache inside!
Post a reply to this message
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On Sat, 17 Apr 1999 02:08:20 +0200, Peter Pfahl <ppf### [at] rz-onlinede>
wrote:
>Yeah, I'll try that...have to think of a way to calculate the normals of the
>corners....
Suppose that you want to calculate the normal at point a, which is
connected to points b, c, d and e thus:
b____________c
|\ / |
| \ / |
| \ / |
| \ / |
| \ / |
| \ / |
| a |
| / \ |
| / \ |
| / \ |
| / \ |
| / \ |
|/ \ |
d___________e
Where X stands for the (vector) cross product, calculate:
N = ((b-a) X (c-a)) + ((c-a) X (e-a)) + ((e-a) X (d-a)) + ((d-a) X
(b-a))
Then calculate the (scalar) length of N where n.x means the
x-component of N, etc.:
L = sqrt(N.x * N.x +N.y * N.y + N.z * N.z)
Then normalize N (set it's length to 1) thus
N = <N.x / L, N.y / L, N.Z / L>
assuming, of course, that L != 0
The cross product is a simple calculation that I am omitting for
reasons of laziness. You can find it in any vector algebra text or
mail me and I'll send it. Be sure to keep the direction of
calculation around points (that is clockwise or counterclockwise)
consistent.
Jerry Anning
clem "at" dhol "dot" com
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Thanks...but since I didn't do vector algebra in school yet (we'll start in
a few weeks :-( ), that doesn't help much...I'd really appreciate it if
you'd send me some kind of term that I can use in delphi directly. do i need
any information other that the height of the points above "0"?
Jerry Anning <nos### [at] despamcom> schrieb in im Newsbeitrag:
3717f4d6.44175699@news.povray.org...
> On Sat, 17 Apr 1999 02:08:20 +0200, Peter Pfahl <ppf### [at] rz-onlinede>
> wrote:
>
> >Yeah, I'll try that...have to think of a way to calculate the normals of
the
> >corners....
>
> Suppose that you want to calculate the normal at point a, which is
> connected to points b, c, d and e thus:
>
> b____________c
> |\ / |
> | \ / |
> | \ / |
> | \ / |
> | \ / |
> | \ / |
> | a |
> | / \ |
> | / \ |
> | / \ |
> | / \ |
> | / \ |
> |/ \ |
> d___________e
>
> Where X stands for the (vector) cross product, calculate:
> N = ((b-a) X (c-a)) + ((c-a) X (e-a)) + ((e-a) X (d-a)) + ((d-a) X
> (b-a))
> Then calculate the (scalar) length of N where n.x means the
> x-component of N, etc.:
> L = sqrt(N.x * N.x +N.y * N.y + N.z * N.z)
> Then normalize N (set it's length to 1) thus
> N = <N.x / L, N.y / L, N.Z / L>
> assuming, of course, that L != 0
> The cross product is a simple calculation that I am omitting for
> reasons of laziness. You can find it in any vector algebra text or
> mail me and I'll send it. Be sure to keep the direction of
> calculation around points (that is clockwise or counterclockwise)
> consistent.
>
> Jerry Anning
> clem "at" dhol "dot" com
Post a reply to this message
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