Negative Space: ray-tracing
- Art gallery
- Jerry Stratton’s Gallery of Computer-Generated Images.
- Persistence of Text
- A series of useful Persistence of Vision tutorials, starting with the very basics of simple object creation and progressing to automation and the usefulness of math.
- Persistence of Vision Basics
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The basics of ray-tracing three-dimensional images with Persistence of Vision. Learn about cameras, light sources, and how to move objects around in your POV scenes.
- POV is Trig
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If you understand triangles and their functions, you can more easily determine where rotated objects end up. Use trigonometry to calculate lengths when you rotate objects in Persistence of Vision.
- Scripting Persistence of Vision
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POV’s built-in scripting feature allows you to both simplify your scene creation and make much more complex scenes. Using scripting to make complex and redundant three dimensional objects.
- Simple Photorealism using Persistence of Vision
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Simple photorealism for people who can’t draw. This tutorial guides you through using the free Persistence of Vision ray-tracer. You’ll create a planet, with rings and an orbiting moon set against a starry background.
- Six-Sided Dice
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Use the superellipsoid and a little bit of CSG to create a very realistic six-sided die. The superellipsoid lets you create rounded boxes in your Persistence of Vision scenes.
- Spent Bullet Casing
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Use lathes, constructive solid geometry, text, cylinders, and superellipsoids to create a spent bullet casing from a .40 S&W using Persistence of Vision.
- Ten-sided dice
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The intersection of multiple shapes is often one of the least understood features of constructive solid geometry. Here we’ll create a ten-sided die using the intersection of planes.
- Text logo with a super-imposed image
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Use constructive solid geometry and image maps to create a text logo from photographs or other images.
- Why should everyone learn to program?
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Anything that mystifies programming is wrong.
More Information
- Internet Ray-Tracing Competition
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A great collection of ray-traced images from a series of competitions from 1996 through 2006. You can have a lot of fun browsing through these images, their source code, and the comments about them!