Message-ID: From: George Kinney To: djgpp AT delorie DOT com Subject: Re[2]: [AL] Raytracing Date: Fri, 1 Sep 2000 09:50:22 -0400 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.2448.0) Content-Type: multipart/alternative; boundary="----_=_NextPart_001_01C0141B.92A43462" Reply-To: djgpp AT delorie DOT com This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------_=_NextPart_001_01C0141B.92A43462 Content-Type: text/plain; charset="iso-8859-1" >oh yes, i'm trying to build something like POV-Ray but not so big, >well as big as it can get anyway, and i wouldn't expect much speed >either... >i've got a patched version of the POV-Ray sources (MegaPOV v0.5), i've >compiled them, read them, but i wanted to see some basic >technics/algorithms to have a base to stand on when reading those c++ >sources... POV is written in C. Not C++. Anyways, it appears the folks at SIGGRAPH are busy putting together a ray-tracing information site. (Which is good since there's so few out there): http://www.education.siggraph.org/materials/HyperGraph/raytrace/rtrace0.htm There's also lots of ray-tracing related material in the Graphics Gems archive, and there are other, simpler raytracers than POV out there with source. (DKB Trace, MTV, Rayshade, etc.) You should also hunt down an archive of Eric Haines' 'Ray-Tracing News' which has carried tons of pointers to code, ideas, algorithms and the like for over a decade now. There is also some code and info on Dr Dobbs website. There is also the newsgroup: news:comp.graphics.rendering.raytracing (whose FAQ lists many, many resources and sources) and news:comp.graphics.algorithms (ditto) where there are *many* people who can help, many of whom are very much experts and pioneers in the field to boot. Ray-tracing is just a little geometry sprinkled with algebra. (There exists one that can be printed on a single 3X5 index card, written in postscript of all things.) Anyways, these are some ideas to help you in your searching, good luck. ------_=_NextPart_001_01C0141B.92A43462 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Re[2]: [AL] Raytracing

>oh yes, i'm trying to build something like = POV-Ray but not so big,
>well as big as it can get anyway, and i wouldn't = expect much speed
>either...

>i've got a patched version of the POV-Ray sources = (MegaPOV v0.5), i've
>compiled them, read them, but i wanted to see = some basic
>technics/algorithms to have a base to stand on = when reading those c++
>sources...

POV is written in C. Not C++.

Anyways, it appears the folks at SIGGRAPH are busy = putting together a
ray-tracing information site. (Which is good since = there's so few out there):
http://www.education.siggraph.org/materials/HyperGraph= /raytrace/rtrace0.htm

There's also lots of ray-tracing related material in = the Graphics Gems archive,
and there are other, simpler raytracers than POV out = there with source. (DKB Trace,
MTV, Rayshade, etc.)

You should also hunt down an archive of Eric Haines' = 'Ray-Tracing News' which has carried tons of pointers to code, ideas, = algorithms and the like for over a decade now. There is also some code = and info on Dr Dobbs website.

There is also the newsgroup: news:comp.graphics.rendering.raytracing (whose = FAQ lists many, many resources and sources) and news:comp.graphics.algorithms (ditto) where there = are *many* people who can help, many of whom are very much experts and = pioneers in the field to boot.

Ray-tracing is just a little geometry sprinkled with = algebra. (There exists one that can be printed on a single 3X5 index = card, written in postscript of all things.)

Anyways, these are some ideas to help you in your = searching, good luck.

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