EMAIL: svalstad@sn.no NAME: Stig M. Valstad TOPIC: Metamorphosis COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: Anthill at Unseen University COUNTRY: Norway WEBPAGE: http://www.sn.no/~svalstad RENDERER USED: Polyray v1.8 TOOLS USED: ted, ImageMagick, PVRG MPEG codec. CREATION TIME: ca. 20 hours rendering time HARDWARE USED: AMD K6 210Mhz w/ 32 MB SDRAM. Umax scanner. ANIMATION DESCRIPTION: This is an anthill at Unseen University, Ankh-Morpork. The high level of ambient magic make these ants evolve faster than they would otherwise have done. I put a picture box in the room with the anthill and commanded the imp to draw one image approximately once every week. This is the result. You might wonder why the rocket is just standing there, after being built. Well, after they had put all that work into making the rocket, they suddenly realized that there was a slight problem - something called a roof. DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: First I made an include file "backg.inc" with everything that is constant through the entire animation, i.e. the floor, the walls, and the roof. From then on I worked in parallel with two files; "objects.inc", containing definitions for everything and "ant.pi" where I put all the transient things in place and defined when they should appear and disappear. I generally made about 50 frames at a time and then copied "ant.pi" to "ant[0-9].pi" to continue working on the next bit. I could have put everything into just one file, but that would have been a bit more effort, and the source file would be highly unreadable with loads of nested conditionals. By making each object appear and disappear in different source files I could use simple bounding_boxes to make them come gradually into being like this: high_house { bounding_box <-2, -1, -2>, <2, (relf-23.1)/4, 2> rotate <0, 20, 0> translate <-0.6, 0, 15.5> } relf is defined as the current frame minus the starting frame of the current bit of the animation. This house will start appearing 23 frames into the current section and grow by a quarter of one unit for each frame. Then in a later source file it will be removed in a similar way: hut_a { bounding_box <-1, -1, -1>, <2, 11 - relf, 2> rotate <0, -70, 0> translate <3, 0, 9.3> } This hut will be completely demolished 11 frames into the current section. The initial anthill is a sphere with an imagemap made by gluing lots of leaves and little sticks and bits of paper and stuff to a piece of paper and then scanning it. The little brick_red hut was someting I made for another image where I ended up not using it and is therefore rather more detailed than necessary. The rest of the houses are just made up of a handfull of simple primitives. I used ImageMagick to convert each batch of frames to mpeg when they were finished. Then in the end I used the PVRG-MPEG codec from Stanford to convert all the little mpegs to one large mpeg. All source files and the imagemap are included in the zip file.