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This is the main demo image used during the talk. It shows the base
coordinate axes, transparency and various lighting sources (a
demo of
selective light sources was also shown). The pull away image shows the layout
of the objects, lights, camera and image plane.
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This shows the faked caustics that are in the new verion of POV. The
brightening of the ground is limited to the shadow area of the sphere.
It is very difficult and expensive to totally model this in a raytracer,
but this should suffice for most uses.
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A demonstration of atmospheric textures. I had originally used
semi-transparent cones to model the fog effects in POV version 2.1,
but they looked cheesy. This shows how this feature has been added to
version 3.
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A demonstration of the effect of using radiosity. The table leg is hidden
totally in the shadow of the table without the use of radiosity. It is just
barely visible when it is turned on.
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A demonstration of the bicubic patch that is generated from a control
surface.
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An extreme example of CSG. A master object is used to cut the matching
dovetails in the alternate pieces.
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A demonstration of how POV can be useful. This is a model of a poplar box
that I built for a friend. I had some purple tinted (fungal effect) poplar
that I was going to use for inlay. This allowed me to get the proportions
and inlay pattern down before I cut any wood. Based on this I removed the
small gusset like pieces on the corners, but kept the band around the box.
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A demonstration of surface textures. The balls reflect images of the other
balls tinted with their own color. Modeled as a colored transparent layer
wrapped around a reflective sphere.
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