POV-Ray : Newsgroups : povray.binaries.images : Skyvase SIS (cross-eye) Server Time
13 Aug 2024 17:30:56 EDT (-0400)
  Skyvase SIS (cross-eye) (Message 1 to 7 of 7)  
From: Harold Baize
Subject: Skyvase SIS (cross-eye)
Date: 2 Feb 2003 15:52:31
Message: <3e3d850f@news.povray.org>
Thanks to Batronyx (Barrett) for his code to make
single image stereograms with POV.

Here is a single image stereogram of the classic POV-Ray
sample scene Skyvase.pov. This one is made for cross-eye
viewing.I've included the modified skyvase.pov scene for making
the depthmap.


Haroldd

-- skyvase depthmap ---


global_settings { assumed_gamma 2.2 max_trace_level 20 }

#include "shapes.inc"
#include "shapes2.inc"
#include "colors.inc"
#include "textures.inc"

#declare DMF_Hyperboloid = quadric {  /* Like Hyperboloid_Y, but more curvy
*/
   <1.0, -1.0,  1.0>,
   <0.0,  0.0,  0.0>,
   <0.0,  0.0,  0.0>,
   -0.5
}

// camera repositioned to approximate a scene based on one unit depth

camera {
   location <0.0, -0.15, -1.0>
   look_at <0.0, -0.15, 0.0>
   angle 80
}

// No lights, only z gradient.

// Place entire original skyvase scene into a union
// remove original textures

union{
 union {
   union {
      intersection {
         plane { y, 0.7 }
         object { DMF_Hyperboloid scale <0.75, 1.25, 0.75> }
         object { DMF_Hyperboloid scale <0.70, 1.25, 0.70> inverse }
         plane { y, -1.0 inverse }
      }
      sphere { <0, 0, 0>, 1 scale <1.6, 0.75, 1.6 > translate <0, -1.15,
0> }
      scale <20, 25, 20>
   }

   sphere {  /* Gold ridge around sphere portion of vase*/
      <0, 0, 0>, 1
      scale <1.6, 0.75, 1.6>
      translate -7*y
      scale <20.5, 4.0, 20.5>
    }
 }

/* Stand for the vase */
 object { Hexagon
   rotate -90.0*z             /* Stand it on end (vertical)*/
   rotate -45*y               /* Turn it to a pleasing angle */
   scale <40, 25, 40>
   translate -70*y
 }

 union {
   plane { z, 50  rotate -45*y }
   plane { z, 50  rotate +45*y }
   hollow on
   }

// Scale the scene to be close to one unit depth, from closest object to
rear.

    scale 0.01

// ** Add texture gradient **


    texture {pigment {gradient z
// Remove next line to reverse depth map for cross-eye SIS
//     color_map{[0.0 White][1.0 Black]}
     }
// adjust size and position of gradient textue to create optimal placement
// of light area (at the begining of the front object, the stand).
       finish {ambient 1 diffuse 0}
       scale 1.16 translate z*1.866}
   }


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From: Slime
Subject: Re: Skyvase SIS (cross-eye)
Date: 2 Feb 2003 16:20:04
Message: <3e3d8b84$2@news.povray.org>
The cross-eyed ones somehow don't seem to work as well.

Specifically, the edges of the top of the vase are hard to destinguish from
the walls behind it. The normal ones don't seem to have this problem so
much.

 - Slime
[ http://www.slimeland.com/ ]


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From: Harold Baize
Subject: Re: Skyvase SIS (cross-eye)
Date: 2 Feb 2003 17:47:14
Message: <3e3d9ff2@news.povray.org>
Yeah, I noticed that problem, but it seemed about the
same in cross or parallel, to me.

HB

"Slime" <slm### [at] slimelandcom> wrote in message
news:3e3d8b84$2@news.povray.org...
> The cross-eyed ones somehow don't seem to work as well.
>
> Specifically, the edges of the top of the vase are hard to destinguish
from
> the walls behind it. The normal ones don't seem to have this problem so
> much.
>
>  - Slime
> [ http://www.slimeland.com/ ]
>
>


Post a reply to this message

From: Batronyx
Subject: Re: Skyvase SIS (cross-eye)
Date: 2 Feb 2003 21:47:19
Message: <3e3dd837$1@news.povray.org>
"Harold Baize" <bai### [at] itsaucsfedu> wrote in message
news:3e3d850f@news.povray.org...
> Thanks to Batronyx (Barrett) for his code to make
> single image stereograms with POV.
>
> Here is a single image stereogram of the classic POV-Ray
> sample scene Skyvase.pov. This one is made for cross-eye
> viewing.I've included the modified skyvase.pov scene for making
> the depthmap.
>
>
> Haroldd

[snip]

>     texture {pigment {gradient z
> // Remove next line to reverse depth map for cross-eye SIS
> //     color_map{[0.0 White][1.0 Black]}
>      }
> // adjust size and position of gradient textue to create optimal placement
> // of light area (at the begining of the front object, the stand).
>        finish {ambient 1 diffuse 0}
>        scale 1.16 translate z*1.866}
>    }


That's cool! That's also something I haven't even thought of but makes perfect
sense now that you've done it; just reverse the gradient of the depthmap.

^"^


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From: Harold
Subject: Re: Skyvase SIS (cross-eye)
Date: 3 Feb 2003 13:25:40
Message: <3e3eb424$1@news.povray.org>
I should have read your page on creating depth maps more carefully.
You say not to use anti-aliasing because it can cause this problem.
I'll try it again without the AA and see how much it improves.

Harolddd

"Slime" <slm### [at] slimelandcom> wrote in message
news:3e3d8b84$2@news.povray.org...
> The cross-eyed ones somehow don't seem to work as well.
>
> Specifically, the edges of the top of the vase are hard to destinguish
from
> the walls behind it. The normal ones don't seem to have this problem so
> much.
>
>  - Slime
> [ http://www.slimeland.com/ ]
>
>


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From: Slime
Subject: Re: Skyvase SIS (cross-eye)
Date: 3 Feb 2003 13:51:29
Message: <3e3eba31$1@news.povray.org>
> I should have read your page on creating depth maps more carefully.


I don't have such a page.

 - Slime
[ http://www.slimeland.com/ ]


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From: Harold
Subject: Re: Skyvase SIS (cross-eye)
Date: 3 Feb 2003 15:05:39
Message: <3e3ecb93@news.povray.org>
Doh!
Sorry, that page is by Rune.
http://runevision.com/graphics/stereo/depthmap/depthmap.asp

HB

"Slime" <slm### [at] slimelandcom> wrote in message
news:3e3eba31$1@news.povray.org...
> > I should have read your page on creating depth maps more carefully.
>
>
> I don't have such a page.
>
>  - Slime
> [ http://www.slimeland.com/ ]
>
>


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