EMAIL: p_chan@shaw.ca NAME: Philip Chan TOPIC: Decay COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. TITLE: In Remembrance is Hope COUNTRY: Canada WEBPAGE: www.ucalgary.ca/~phichan/index.html RENDERER USED: POV-Ray 3.5 (Windows) TOOLS USED: Adobe Photoshop LE 5.0 RENDER TIME: 11m 42s HARDWARE USED: Athlon 2400+ XP, 256 Mb DDR RAM IMAGE DESCRIPTION: The twentieth century is sometimes referred to as the century of war. Will the twenty-first be the herald of a golden age, or the harbinger of decay? In remembrance is hope. This image depicts physical decay as well as abstract decay. The crumbling buildings of a ruined city, the rusting tank and road sign, and the fading images of the past come together to depict the decay of civilization and society. The images chosen depict memorable moments from the two World Wars - the sinking of the Lusitania in 1915 and mushroom cloud over Hiroshima in 1945. The third image depicts the event that is arguably the catalyst for much that has happened in the current century - the terrorist attack on the World Trade Center in 2001. While the desert-like environment may at first suggest a reference to current events in the Middle East, the text on the road sign is designed to dispel this idea. The setting is a distant future, but by no means does the image suggest an unavoidable future. Two elements in the image purposefully go against the theme of decay: the poppy as a symbol of remembrance, and the tiny plant as a symbol of hope. DESCRIPTION OF HOW THIS IMAGE WAS CREATED: The pictures used for image maps are taken from the following websites: Lusitania Lusitania Online (http://www.lusitania.net/torpedo.htm) Hiroshima A-Bomb WWW Museum (http://www.csi.ad.jp/ABOMB/RETAIN/exp.html) World Trade Center NewsMax.com (http://www.newsmax.com/archives/articles/2002/9/9/155519.shtml) Most of the objects in this image are either isosurfaces or created using Composite Solid Geometry (CSG) with primitives (spheres, cones, boxes, torii, cylinders, and planes). The two exceptions are the terrain (height field) and the plant (sphere_sweeps and lathes). The image also makes heavy use of layered textures. This image is created entirely within POV-Ray's built in text editor. The objects in this image are created entirely using Composite Solid Geometry (CSG), using primitives (spheres, cones, boxes, cylinders, planes, cones, torii), a few prisms, and a couple of text objects. The textures are all procedural, with the exception of one image map (which was itself created in POV). This image map was used to create the reflected scene visible on the IRTC medals. The lighting uses a parallel area light (to simulate very distant light source and give soft shadows). Two layers of fog are used (one constant fog and one ground fog). The image is brightness adjusted in Photoshop. A more detailed and technical description of individual components follows: Walls: The walls in the lower right are made of two isosurfaces (one for each direction). The function begins with a simple function to control the base height of the wall, which shrinks along the axis. One of the functions contributes a relatively small amount, and is used to create the rough look. The other only varies along the same axis as the wall, and is used to make the height shrink randomly. Instead of just being clipped by the bounding box on both sides, the side facing the camera also has its behaviour defined so it slants sharply downward. This allows a noise function to be applied in order to give it a rougher appearance. The distant walls use three noise functions, all of which are to control the height of the wall. The first has a high magnitude, and is used to make parts of the wall missing. The other two contribute varying degrees of noise to the height. All three functions only vary along the same axis as the wall, and the other two components of the pigment function are used to make the noise patterns differ. The near walls use a texture I created for another project a while ago. The distant ones just use a solid grey pigment. Pictures: More isosurfaces, using a pigment function to create the worn edges. The image maps have their brightness increased in Photoshop to grey out the blacks. A texture with a yellowish colour and filter values is added on top of the image map. A crackle normal gives the wrinkled look. Poppy: Simple CSG with solid colour pigments. The petals are actually just a cylinder with spheres capping the ends. Plant: Two sphere_sweeps for the base, and lathe objects for the leaves. Also uses a solid colour pigment. Tank: The tank is composed entirely of CSG with primitives. Nothing really of note except for the shattered glass on the camera dome, which is the difference of a sphere with a bunch of randomly placed boxes. The base pigment for the tank generates "suspicious expression after rgb" warnings because it uses a long equation to fade colours from colors.inc. On top of this layer is a grey filtering texture to fade some areas more than others. Finally, because none of the patterns could generate the rust spots without them being regularly spaced or looking like the rust on the unpainted parts, there are 48 layers using the cylindrical pattern, which repeats once for the rust spots. Road Sign: CSG to create the rounded edges, and the object pattern with a text object to print the text on the sign. A fading layer is then added (similar to the one for the tank), and 3 layers of rusted scratches, each rotated and translated and rotated differently to make the patterns different. Rocks: The ones in the foreground are isosurfaces with a sphere function as the base object, and two pigment functions for noise. The placement, size and noise level of the rocks is generated randomly, using the trace function to find the height of the ground at each point. These rocks use the same texture as the near walls. The far rocks are spheres. The placement and size are generated randomly like the near ones. These use a solid colour pigment. Terrain: The ground is a height field (generated with the leopard pattern), and a plane. This height field is differenced with a box so the ground is smooth where the pictures are (so they don't get covered). The transition here is hidden by the near walls. The texture is a granite pattern, with small dark and light spots to create a sandy look. I originally wanted to use some focal blur to draw attention to lower right, but this "blurred out" the ground texture, making it look monochrome.