EMAIL: chris_hormann@gmx.de NAME: Christoph Hormann TITLE: The Pool TOPIC: Architecture COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. JPGFILE: chpool.jpg ZIPFILE: chpool.zip COUNTRY: Germany WEBPAGE: http://www.tu-bs.de/~y0013390/ RENDERER USED: MegaPOV 1.1 beta TOOLS USED: Photoshop for jpeg conversion HCR-Edit for brightness/exposure adjustments XEmacs/Internal WinPov-Editor for coding Gilles Tran's maketree macro: http://www.oyonale.com/ressources/english/sources01.htm IsoCSG library: http://www.tu-bs.de/~y0013390/pov/ic/ IsoWood include file: http://www.tu-bs.de/~y0013390/iso_wood.html RENDER TIME: 12 hours (pretrace) + 26 hours HARDWARE USED: Athlon 1 GHz, 512 Mb RAM IMAGE DESCRIPTION: Welcome to my house, take a bath, enjoy the sunny weather... A lot of images submitted to this round are probably outside views of well known or not so well known buildings. That's what we associate with 'architecture', what we see as the most obvious manifestations of it. But of course the design of the interior of a building also belongs to this. The planning of the lighting of rooms to create a lively atmosphere for example is a difficult task. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I admit when i created the first elements of this scene i was not planning for it to be submitted to the IRTC. But at some point when i had created a first rough draft of the room i remembered the current topic and thought it could be developed further to be an appropriate submission. The original intent was to test and demonstrate the new capabilities of coming MegaPOV 1.1 of dealing with strong contrasts in scenes with global illumination and of writing high dynamic range output. The source code is not included since the features required for correctly rendering it are not yet published but there will be a simplified version of it as a demo scene in next MegaPOV. The zip file only contains a smaller render of the scene in RADIANCE rgbe (hdr) format with unclipped colors. The room is modelled with good old CSG. The furniture in the foreground is made with my IsoWood include file. The sculpture is a blob object, the tree outside made with Gilles Tran's maketree. The towel is simulated using mechsim with self collision which took ridiculously long to calculate... The scene uses photons on the ground, the water and the sculpture, 150 Mb of photons in total. The radiosity calculation was done in a pretrace without reflection and raised error_bound in the final trace. The image was slightly brightness corrected before converting to low dynamic range. Some words concerning the lighting - it is not intended to be physically accurate but i tried to achieve a fairly realistic appearance. A room partly in light, partly in shadow like this involves very high contrasts, much too high to be correctly represented on either a photographic film or a computer monitor. When taking a photo you have the problem the shadow parts are completely dark when you adjust the exposure time to the bright parts or the bright areas are overexposed when you adjust for the dark areas. In a synthetical image you have the advantage that you can adjust the scene to diminish this problem but if you do so too much the scene no more appears realistic.