TITLE: San Francisco Bay Area, AD2327 NAME: Alan Langford COUNTRY: Canada EMAIL: jal@ambitonline.com WEBPAGE: http://members.xoom.com/studio9151 TOPIC: The City COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: sf2327.jpg ZIPFILE: sf2327.zip RENDERER USED: POV-Ray TOOLS USED: POV-Ray RENDER TIME: 55h 33m 47s HARDWARE USED: Intel P3@300Mhz, WinNT IMAGE DESCRIPTION: What will "suburbs" mean 3000 years from now? This is one vision, a huge orbital city over the San Francisco Bay area. This image is much less developed than I might have liked: the original intent was to populate the scene with spacecraft traffic, and to improve the detail on the tops and core of the "city blocks". The time required to produce a final render has scrapped those plans (over 3 trillion intersections per render!), so here it is. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The background is a sattelite image of the bay area, courtesy NASA. In order to reduce the image complexity, the city blocks are created at three levels of detail: the closest blocks have room interiors, the next level just has window faces, and the last level is just a uniform box. One problem with this image is that the uniform boxes are a little too bright. All the blocks are framed with a metallic material, constructed from cylinders and spheres. The more detailed blocks are composed of triangle meshes. Originally, I was using the box {} object to create the units, but parsing/rendering times were many, many times slower. The size and lighting values of each unit in the block are defined through use of random numbers, with some special tricks to reduce the number of textures required for the meshes, and some tricky logic to ensure that corner units have the same lighting values on each corner.