musgrave-forest@cs.yale.edu (F. Ken Musgrave) (04/17/91)
Archive-name: graphics/raytrace/rayshade/1991-04-15 Archive: weedeater.math.yale.edu:/pub/rayshade.4.0/rayshade.4.0.tar.Z [130.132.23.17] Original-posting-by: musgrave-forest@cs.yale.edu (F. Ken Musgrave) Original-subject: Re: Ray tracing fractal objects Reposted-by: emv@msen.com (Edward Vielmetti, MSEN) In article <1991Apr10.201838.10573@dartvax.dartmouth.edu> npw@eleazar.dartmouth.edu (Nicholas Wilt) writes: >I am soliciting references on how to render fractal objects. I have >a ray tracer to which I would like to add this capability, but I am at >a loss as to where to begin. Rayshade (available via anonymous ftp at weedeater.math.yale.edu) has a "height field" primitive, which is an efficient way to render fractal terrains. For a description of the algorithm, see references: %A F. Kenton Musgrave %T Grid Tracing: Fast Ray Tracing for Height Fields %J Yale Dept. of Computer Science Research Report RR-639 %D July 1988 %A F. Kenton Musgrave %A Craig E. Kolb %A Robert S. Mace %T The Synthesis and Rendering of Eroded Fractal Terrains %J Computer Graphics %V 23 %N 3 %P 41-50 %D July, 1989 If John Hart is reading this newsgroup (as I have instructed him to, right, John?) he can give you info on raytracing deterministic fractals. Ken -- "But what do we do about moose and squirrel?" -Boris Badanov F. Kenton ("Ken") Musgrave musgrave@yale.edu (203) 432-4016 Yale U Depts of Math and CS Box 2155 Yale Station New Haven, CT 06520 -- comp.archives file verification weedeater.math.yale.edu -rw-rw-r-- 1 craig pinheads 289363 Feb 13 19:42 /pub/rayshade.4.0/rayshade.4.0.tar.Z found rayshade ok weedeater.math.yale.edu:/pub/rayshade.4.0/rayshade.4.0.tar.Z