POV-Ray : Newsgroups : povray.binaries.images : Re: ACES (another cross-eyed stereogram) ~22k JPEG Server Time
3 Oct 2024 17:14:44 EDT (-0400)
  Re: ACES (another cross-eyed stereogram) ~22k JPEG (Message 1 to 10 of 11)  
Goto Latest 10 Messages Next 1 Messages >>>
From: Sigmund Kyrre Aas
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 8 Jan 2000 06:25:20
Message: <38771E9A.14575113@stud.ntnu.no>
Nice! Do you have a higher res image avail.?

sig.

Alan Kong wrote:
> 
>   Basic scene modeled using Moray v3.1 (registered). Scene exported and
> focal (blur) point changed. Thanks to Warp (Juha) for his tetrahedron
> macro and object. It's difficult to make out the eight recursive levels
> of detail in this small image but it shows nicely in my wallpaper image.
> 
>   Rendered using MegaPov v0.3. Images combined and copyright notice
> added using Paint Shop Pro v5.03 (original scene used text objects but
> it was unreadable in this resolution).
> 
>   Enjoy, people! Or, enjoy people (either way).
> 
> --
> Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
> http://www.povray.org - Home of the Persistence of Vision Ray Tracer
> 
>  [Image]


Post a reply to this message

From: Sander
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 8 Jan 2000 11:07:53
Message: <387760d9@news.povray.org>
Nice little picture, but it's not a cross-eyed stereo, but a parallel-eyed
stereo (IYKWIM).
I used to make them for smaller images; as soon as they are larger than
let's say 8 or 9 cm, a cross-eyed is better. A bit of a strain on the eyes,
though...

--
Regards,
Sander


Alan Kong <ako### [at] povrayNO-SPAMorg> schreef in berichtnieuws
ua5e7sc64sksp2hsbmvtvd96sarsu1ec6o@4ax.com...
>   Basic scene modeled using Moray v3.1 (registered). Scene exported and
> focal (blur) point changed. Thanks to Warp (Juha) for his tetrahedron
> macro and object. It's difficult to make out the eight recursive levels
> of detail in this small image but it shows nicely in my wallpaper image.
>
>   Rendered using MegaPov v0.3. Images combined and copyright notice
> added using Paint Shop Pro v5.03 (original scene used text objects but
> it was unreadable in this resolution).
>
>   Enjoy, people! Or, enjoy people (either way).


Post a reply to this message

From: David Fontaine
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 8 Jan 2000 14:49:11
Message: <38779259.CFCDBF92@faricy.net>
Nice layout.

--
Homepage: http://www.faricy.net/~davidf/
___     ______________________________
 | \     |_       <dav### [at] faricynet>
 |_/avid |ontaine      <ICQ 55354965>


Post a reply to this message

From: A J  Palmer
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 8 Jan 2000 15:32:40
Message: <38779EE7.F9C641ED@wolsi.com>
Sander wrote:
> 
> Nice little picture, but it's not a cross-eyed stereo, but a parallel-eyed
> stereo (IYKWIM).
> I used to make them for smaller images; as soon as they are larger than
> let's say 8 or 9 cm, a cross-eyed is better. A bit of a strain on the eyes,
> though...
> 
> --
> Regards,
> Sander

I prefer cross-eye, big or small, because I can use my glasses to see
the image.  Parallel stereo just doesn't work for me, my glasses
interfere with the focusing process, giving me a serious headache. 
Someone informed me that they have no problem, but it may have something
to do with my astigmatism and the correction in the lens.

Incidentally, I'd like to see a nice, large cross-eye stereo image
complete with a focal point and have the simulated "eyes" look directly
at the focal point.  It seems that a lot of the stereo images out there
don't look AT something, they look from parallel points of view (i.e.
each eye looking a smidgen to the side, but the rays parallel for each
"eye"), making the effect a little odd.  

Or maybe I don't understand how it should work.
-- 
 
-- A.J.
http://www.cc.utah.edu/~ajp25960
 
- "There's a door"
- "Where does it go?"
- "It stays where it is, I think."
        -- (Terry Pratchett, Eric)


Post a reply to this message

From: omniVERSE
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 8 Jan 2000 23:37:31
Message: <3878108b@news.povray.org>
Just as with the cross-eye/wide-eye(?) debate I guess so too is the
convergence point.  I had read that the parallel or non-converging method
was typical of stereophotography so that it was the usual choice.
Maybe the cross-eyed method is a result of non-photography stereopairs.
Makes sense though to use the focal-point, except since everything else in a
scene (potentially) is not at that spot it would cause a distortion in the
rest of the scene I suppose.

Bob

"A.J. Palmer" <dae### [at] wolsicom> wrote in message
news:38779EE7.F9C641ED@wolsi.com...
> Sander wrote:
> >
> > Nice little picture, but it's not a cross-eyed stereo, but a
parallel-eyed
> > stereo (IYKWIM).
> > I used to make them for smaller images; as soon as they are larger than
> > let's say 8 or 9 cm, a cross-eyed is better. A bit of a strain on the
eyes,
> > though...
> >
> > --
> > Regards,
> > Sander
>
> I prefer cross-eye, big or small, because I can use my glasses to see
> the image.  Parallel stereo just doesn't work for me, my glasses
> interfere with the focusing process, giving me a serious headache.
> Someone informed me that they have no problem, but it may have something
> to do with my astigmatism and the correction in the lens.
>
> Incidentally, I'd like to see a nice, large cross-eye stereo image
> complete with a focal point and have the simulated "eyes" look directly
> at the focal point.  It seems that a lot of the stereo images out there
> don't look AT something, they look from parallel points of view (i.e.
> each eye looking a smidgen to the side, but the rays parallel for each
> "eye"), making the effect a little odd.
>
> Or maybe I don't understand how it should work.
> --
>
> -- A.J.
> http://www.cc.utah.edu/~ajp25960
>
> - "There's a door"
> - "Where does it go?"
> - "It stays where it is, I think."
>         -- (Terry Pratchett, Eric)


Post a reply to this message

From: Alan Kong
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 9 Jan 2000 15:45:18
Message: <kdsh7sstdbq6qsu3m9osfgtebi5ej0cd46@4ax.com>
On Sat, 8 Jan 2000 17:07:49 +0100, in message
<387760d9@news.povray.org>, "Sander" <san### [at] stolscom> wrote:

>Nice little picture, but it's not a cross-eyed stereo, but a parallel-eyed
>stereo (IYKWIM).
>I used to make them for smaller images; as soon as they are larger than
>let's say 8 or 9 cm, a cross-eyed is better. A bit of a strain on the eyes,
>though...

  I want to make a higher resolution stereogram. I couldn't find a
suitable tutorial on the 'net, though. All the ones found were concerned
with using third party software. I was hoping to find something
POV-Ray-related about the ideal resolution to render at and how to
adjust the camera position for optimum (and realistic) 3d separation.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


Post a reply to this message

From: Alan Kong
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 9 Jan 2000 15:50:03
Message: <jvsh7s4h9c61advj497s86ps99lvbgpoii@4ax.com>
On Sat, 08 Jan 2000 12:25:14 +0100, in message
<38771E9A.14575113@stud.ntnu.no>, Sigmund Kyrre Aas <as### [at] studntnuno>
wrote:

>Nice! Do you have a higher res image avail.?

  I'm working on one but it will require some experimentation (and
rendering time). I'm getting a little dizzy <s>.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


Post a reply to this message

From: Ken
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 9 Jan 2000 15:50:42
Message: <3878F274.29C4BCE6@pacbell.net>
Alan Kong wrote:

>   I want to make a higher resolution stereogram. I couldn't find a
> suitable tutorial on the 'net, though. All the ones found were concerned
> with using third party software. I was hoping to find something
> POV-Ray-related about the ideal resolution to render at and how to
> adjust the camera position for optimum (and realistic) 3d separation.

I have two POV-Ray related tutorials listed as pertaining to this topic
one of which is at povray.org :)

http://rsj.mobilixnet.dk/

http://www.povray.org/povzine/povzine2/3d.html#contents



-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


Post a reply to this message

From: Alan Kong
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 10 Jan 2000 05:11:15
Message: <d1cj7s466tcljlfidd9sthd1gg805hhtkb@4ax.com>
Thanks, Ken. Will check them out.

On Sun, 09 Jan 2000 12:41:24 -0800, in message
<3878F274.29C4BCE6@pacbell.net>, Ken <tyl### [at] pacbellnet> wrote:

>I have two POV-Ray related tutorials listed as pertaining to this topic
>one of which is at povray.org :)
>
>http://rsj.mobilixnet.dk/
>
>http://www.povray.org/povzine/povzine2/3d.html#contents

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


Post a reply to this message

From: Nieminen Juha
Subject: Re: ACES (another cross-eyed stereogram) ~22k JPEG
Date: 11 Jan 2000 07:03:23
Message: <387b1c0b@news.povray.org>
For some reason I'm unable to find the original article, so I'm responding
to this one.
  I'm glad that someone has found the macro useful.
  I noticed that it makes a pretty inefficient use of textures. For example,
if the MaxRecursionLevel is 10, it will create 19684 textures.
  This modified version of the macro will create just 10 textures (as it
should):

#macro Tetrarecursion (Location, Normal, Vertex)
  #ifndef(RecursionLevel) #declare RecursionLevel = 1; #end
  #if(RecursionLevel=1)
    #declare RecTexture = array[MaxRecursionLevel]
    #local ind = 0;
    #while(ind<MaxRecursionLevel)
      #local Fact = ind/(MaxRecursionLevel-1);
      #declare RecTexture[ind] =
        texture
        { pigment { rgb FirstColor*(1-Fact)+LastColor*Fact }
          finish { specular .5 }
        }
      #local ind=ind+1;
    #end
  #end
  #local P1 = Location+Vertex;
  #local P2 = Location+vaxis_rotate(Vertex,Normal,120);
  #local P3 = Location+vaxis_rotate(Vertex,Normal,240);
  #local P4 = Location+
    vnormalize(Normal)*sqrt(pow(vlength(P2-P1),2)-pow(vlength(Vertex),2));
  #local Mid = (P1+P2+P3+P4)/4;
  #local newNormal = vcross(P2-P1,P4-P1)*(1-SmoothFactor);
  smooth_triangle
  { P1,(P1-Mid)*SmoothFactor+newNormal,
    P2,(P2-Mid)*SmoothFactor+newNormal,
    P4,(P4-Mid)*SmoothFactor+newNormal
    texture { RecTexture[RecursionLevel-1] }
  }
  #local newNormal = vcross(P3-P2,P4-P2)*(1-SmoothFactor);
  smooth_triangle
  { P2,(P2-Mid)*SmoothFactor+newNormal,
    P3,(P3-Mid)*SmoothFactor+newNormal,
    P4,(P4-Mid)*SmoothFactor+newNormal
    texture { RecTexture[RecursionLevel-1] }
  }
  #local newNormal = vcross(P1-P3,P4-P3)*(1-SmoothFactor);
  smooth_triangle
  { P3,(P3-Mid)*SmoothFactor+newNormal,
    P1,(P1-Mid)*SmoothFactor+newNormal,
    P4,(P4-Mid)*SmoothFactor+newNormal
    texture { RecTexture[RecursionLevel-1] }
  }
  #if(RecursionLevel<MaxRecursionLevel)
    #declare RecursionLevel = RecursionLevel+1;
    #local newLocation = (P1+P2+P4)/3;
    #local newNormal = vcross(P2-P1,P4-P1);
    #local newVertex = (P1+P2)/2-newLocation;
    #local newVertex = vaxis_rotate
      (vnormalize(newVertex)*(vlength(newVertex)/cos(radians(RotationAngle))),
        newNormal, RotationAngle);
    Tetrarecursion(newLocation, newNormal, newVertex)
    #local newLocation = (P2+P3+P4)/3;
    #local newNormal = vcross(P3-P2,P4-P2);
    #local newVertex = (P2+P3)/2-newLocation;
    #local newVertex = vaxis_rotate
      (vnormalize(newVertex)*(vlength(newVertex)/cos(radians(RotationAngle))),
        newNormal, RotationAngle);
    Tetrarecursion(newLocation, newNormal, newVertex)
    #local newLocation = (P3+P1+P4)/3;
    #local newNormal = vcross(P1-P3,P4-P3);
    #local newVertex = (P3+P1)/2-newLocation;
    #local newVertex = vaxis_rotate
      (vnormalize(newVertex)*(vlength(newVertex)/cos(radians(RotationAngle))),
        newNormal, RotationAngle);
    Tetrarecursion(newLocation, newNormal, newVertex)
    #declare RecursionLevel = RecursionLevel-1;
  #end
#end


-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


Post a reply to this message

Goto Latest 10 Messages Next 1 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.