420
                                      ---
EMAIL: ass@sashimi.wwa.com
NAME: Rob Grillos
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0 Beta <dos, win'95, and linux>
TOOLS USED: Moray 2+, <pictpub for title>
RENDER TIME: Less then 6 hours <i fell asleep>
HARDWARE USED: 486-66dx2, microsoft bus mouse, generic kb, 17" monitor, etc.
IMAGE DESCRIPTION: 
4:20 at it's finest...  Time was the topic, so I picked my favorite time...
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Most of the general setup was done through Moray, though I've found it
nessicary to do all my fine tuneing by the 'state-of-the-art' EDIT.COM...

The background is probably a modified marble or apocalypse or something, my
favorite textures to mangle, mapped on a large hollow sphere...

The gears themselves are CSG's filled with cylinders and 'cubes', all modeled
through moray, both in their design and placement, however I found it nessicary
to move their specific construciton to a seperate file for uniform changes...

The dials on the gear clock are just mangled cones, along with a few more
cylinders and some CSG's...

The digital display is a colleciton of mangled spheres, and some dabbling
with texture illumination...

The hour glasses posed the biggest problem, simly because I knew of no better
way to create them then a few rotational sweeps...  Through moray I created
one for the glass itself, and a second fot the support beam.  I again found
it nessicary to model these objects in a seperate file, simly so I didn't have
5 .in? files for every hour glass <and subsequently a major memory need>...
I've included the .MDL for these, along with two versions of the in?'s...
<one 'small' one 'big' <file sizes, due to complexity>  I'm sure theres
probably a way to do this much neater <ie: rotational sweep in pov itself>,
but I havn't had the time to sit down and figure it out too, considering
I've already got an acceptable means.

There are a few other things I've put into it, but most of them I've forgotten
exactly what I did, so I included the nessicary files for rendering...

Feel free to use any of these as an example to take from, but please don't
actualy use any of my objects themselves...  Rendering is art, if you're gunna
make your own... make your own... but feel free to look at mine for techniques
and ways of doing things...


                                    admiral
                                    -------
EMAIL: adrian.baumann.1@sm-philhist.unibe.ch
NAME: Adrian A. Baumann
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0beta
TOOLS USED: PSP 32-bit
RENDER TIME: 2h 13m
HARDWARE USED: Pentium-100, HP-Scanjet 2c

IMAGE DESCRIPTION:

Among other hobbies, I have a small collection of Russian watches.
As I usually have a Molnija-pocketwatch with me, I started coding it in POV.
However, the results never quite pleased me, so I gave it up.
Two days later, my Molnija broke down. No kidding! I dug out an old
Admiralskije-wristwatch, which I have been wearing since. To take revenge on
the Molnija, I coded the Admiralskije ("The Admiral's") instead. In the
picture, it lies on a sheet of my notes from an endless lecture, so there's the
topic of time as well.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The scene has been modelled in the best modeller around: POVEDIT 32-bit, the
text-editor of PovWin3.
The watch consists of four major CSG-Objects. There's the Ring with the numbers
on it, the body, the dial and the glass. The date-window on the dial is the
only image-map apart from the page. The rest of the dial is mainly boxes,
cylinders and spheres (Long live the #while-loop!).
The text is set in "Jikharev", which has a russian character set included. The
anchor and the star are designed in Corel-Draw and exported as TrueType-fonts.
The hands of the watch are just your basic prisms, the wristband a CSG of
boxes,
cylinders and spheres.
The glass is a difference of two spheres, intersected with a cylinder. It is
just very slightly reflective, as higher reflectivities obscure the dial.
The pencil was just a last-minute idea and is coded as a CSG-object at the end
of the source-file.
Talking of which: The source does not include the image-map for the page. It is
far too big! Just take any old image called "Page.gif", ideally with an
aspect-ratio of 5 high, 3 wide.

Thank you for reading all that stuff. 
Ade


                                     alicia
                                     ------
EMAIL: ptdawson@voicenet.com
NAME: Paul T. Dawson
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0 beta 7b (DOS)
TOOLS USED: DOS Edit, Pilot Pen, Paper, Pizza, Soda, Soft Pretzels.
RENDER TIME: 8 Hours 53 Minutes 52 Seconds (+A0.3 +R3)
HARDWARE USED: AMD 486-120

IMAGE DESCRIPTION:

"Alicia Clock" - this is a clock (!) with a picture in the center.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The frame around the clock is a simple cylinder, with a few dozen notches
and holes subtracted from it. The usual numbers (1 to 12) have been replaced
with some letters (A to L to I to C to I to A). The letters are made with
bitmaps. I tried using POV text (and failed). The bitmaps made the gradient
color changes a million times easier!

The bitmap in the center is from internet. It is available on about 437
different web pages, so the actual copyright status is rather murky.
You can easily substitute any other picture! Just make it square (I used
a size of 500x500), and change the filename in the POV source code.

The hands are connected to little grooves in the frame. That's so they don't
cover any of the picture! Little Oompa-Loompas live in the grooves, and
push the hands around. They keep the hands aligned perfectly, by sending
specially coded (base 7) messages back and forth (they roll colored marbles
around in the grooves). Unfortunately, those little fellows didn't show up
too well at this 800x600 resolution. Oh, well. ;-)

On the sides of the picture are some spirals, made with metallic spheres.

The "floor" is made from several hundred boxes. Each one is tilted at a
random angle, to make something sort-of-like a heightfield.

At the last minute (June 29th, yikes), I added a halo around the clock.
It isn't very bright, but if you trace the scene WITHOUT the halo, there
will be a very noticeable difference!

Check the source for more details & copy the picture & have fun!

NO Copyright: The official IRTC rules say "You may, of course, give your
permission personally to anyone you like to  do  anything with the files..
they are yours!". So, here it is: There are NO restrictions on copying or
displaying this picture. WWW, FTP, Usenet, T-Shirts, anything - it's free!

Paul "I was just kidding about the Oompa-Loompas" Dawson




                                    altrdtme
                                    --------
email: tpa2@creative.net
name: T. Paul Althauser
topic: Time
copyright: I submit to the standard Raytracing Competition copyright.
renderer used: POV-Ray v3.0/Windows beta.13
tools used: MidnightModeller/Delrina Image Manager/MS Paint
render time: 2h 57m 50s
hardware used: Pentium/133
image description: A Whimsy on thoughts of time.

        The image was built up piece by piece, objects were built
up with Midnight Modeller v2.1 and then textured by hand. Most
of the Marble textures are of my own design, an include file for
these is included in the zip (marble.inc),as well as "color2.inc",
which is necessary to use this file. The nebular objects are
done with a new feature version 3.0, 'halo' The image for the
clockface was created with MSPaint. The file was converted
to .jpg with Delrina Image Manager, which comes as part of 
CyberJack 7.0. The zip file contains all the files used in the
final render. All custom include files use "color2.inc". This
is included also.

----------------------------------------------------------------

T. Paul Althauser        tpa2@creative.net San Francisco CA

----------------------------------------------------------------


                                    billted
                                    -------
EMAIL: geordi@netzservice.de
NAME: Christian Schulz
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: PovRay 3.0beta
TOOLS USED: None
RENDER TIME: 8h 35m
HARDWARE USED: Pentium-100

IMAGE DESCRIPTION:

The image shows the time machine from the film "Bill & Ted's Excellent
Adventure", which has just arrived in some desert-like place with some
old stones and broken columns - note that the image does NOT depict a
scene from the film.
In Germany, the film never got very popular, but I hope that in the US
more people will know the film and this form of a time machine.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

First of all, I have to say that I am not very good at modelling and
that I've never been in the US to have a look at a phone cell like
this - so I apologize if it doesn't look like one.
The cell itself is a simple CSG union of boxes and differences of
boxes with a metallic texture. The orange energy pattern at the bottom
of the cell is a rather simple pigment on a second object that covers
the solid phone cell. The "phone"-sign at the top is an image_map.
The floor is a height_field created from a TGA file.
The columns are CSG objects again. To give a rough look to the cap of
the cylinder I used CSG difference with a height_field which was
created with the plasma function from FRACTINT.
Same thing with the stone blocks: CSG difference of a simple box and
the same height_field that I used for the columns.
The dust cloud around the cell is a sphere with a spherical_mapped
halo in the colour of the sand.
Finally I added a sky_sphere which I took from skies.inc.


                                    brektime
                                    --------
EMAIL: deema@tcac.com
NAME: Mary Nipper (a/k/a Deema)
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0 beta.7
TOOLS USED: Moray V2.0 Modeller
                            Paint Shop Pro to create Image Maps & Conversion to
JPEG
RENDER TIME: 7 hrs 36 min
HARDWARE USED: Pentium-75
TITLE: Break Time

IMAGE DESCRIPTION:
Break Time pictures me at my computer taking a break, to admire(?) my latest
raytracing, feet propped up & reaching for the ever-present coke. At first I
wasn't sure what would end up on the computer screen. But, after a few jillion
test renders to get the keyboard, feet, etc to look right, it became pretty
obvious that what I needed a break from was "Break Time". So, it ended up on
the screen. If you look closely, you can see the earlier versions on the
screens within the screen.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
All of the objects included in this scene were modelled in Moray 2.0, with all
except the shoe shape being constructed from basic shapes (cubes, cylinders,
cones & spheres). The shoe shape is a bezier patch.

Several image maps were used as textures. The pretty little girl in the picture
is from a photo I took of my oldest granddaughter about a year ago. The
computer keys use black on white text GIFs as textures and the PBLogo &
shoelaces were drawn in PaintShop Pro. Other textures were created in Moray and
modified by hand.



                                     canyon
                                     ------
EMAIL: rbaldwin@mail.utexas.edu

NAME: G. Jason Glover
        Note: I am in the process of moving and will not have an e-mail address
untill I 
        get situated.  Untill then, please use a friends address listed above.

TOPIC: Time

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED: POV-Ray 2.2

TOOLS USED: Paint Shop Pro 3.0, CorelDraw 4.0 - for creating height fields

RENDER TIME: 23.5 hours

HARDWARE USED: Gateway2000 486 DX2-66 with 8 megs of RAM

IMAGE DESCRIPTION:
Many say the Grand Canyon was made with a litle water and a lot of time.  Others
say
it was a lot of water and a little time.  If the former is true, than the grand
canyon 
represents many years gone by.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I used Paint Shop Pro 3.0 to create a black and white image used as the height
field 
for the canyon.  I used Corel Draw 4.0 to create a black and white image for the
sundial
text which was also extruded as a height field.  I then used POV-Ray 2.2 to
render the 
image.  The clouds and canyon fog where created using multiple layers of bozo
pigment.  
The texture for the canyon is a stone from the Stones.inc file.  The water is a
dark
blue plane with bumps, high reflection, and no diffusivity.  I also did one
using the lates Pov3.0 beta version to make use of the halo's and ground fog.  I
found
that I was able to get more realistic effects just by using multiple layers of
the 2D 
bozo pigments in this case.



                                    carcomp
                                    -------
EMAIL: shaman@nlc.net.au
NAME: Lord Shaman
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0 Beta
TOOLS USED: Moray 2.02 Shareware
RENDER TIME: 26 hours 30 minutes
HARDWARE USED: AMD486DX2/80, 16meg ram, 256c Video Card.
IMAGE DESCRIPTION: A car that has a little of everything.. err.. everywhen. 

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

    I used a crusty old 486 and shareware software. I did not use any premade 
objects or objects that I made previously. The entire scene is made out of
old fashiouned primitives, no triangles or polygons anywhere. I made most of
the textures myself, but most of the wood textures are from the basic texture
set in povray.

    The editing took ages, and I created parts of the `car' in seperate files,
then merged them into one. 

Some stats:
-----------

    There are 6 area lights in the image, and povray traced several billion 
rays in the final render. I did not use camera blur because the time required 
would have been unpractical. The scene is rendered with full radiosity, and it
does make a difference. (Slight as it may be, but it does). 


                                    carriage
                                    --------
EMAIL: deema@tcac.com
NAME: Mary Nipper (a/k/a Deema)
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0 beta.7
TOOLS USED: Moray V2.0 Modeller
                            Paint Shop Pro to create Image Maps & Conversion to
JPEG
RENDER TIME: Approx. 12 hrs
HARDWARE USED: Pentium-75
TITLE: Carriage Clock

IMAGE DESCRIPTION:
A brass and glass carriage clock sits on a highly polished ebony bookcase in
front of a set of books on hieroglyphics.

This scene is a fairly realistic representation of one shelf of the bookcase in
my home office. The clock is very close to the real thing. But, the real books
are a jumble of miscellaneous topics and the bookshelf itself is considerably
less polished.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
All of the objects included in this scene were modelled in Moray 2.0, with
objects, including the clock numerals,  being constructed from CSGs with basic
shapes (cubes, cylinders, cones & spheres) except the clock hands. The clock
hands use a bezier patch.

Two image maps, created in PaintShop Pro, were used for the Brand Name on the
Clock Face and the Book Titles. Other textures were created in Moray and
modified by hand.




                                    chesclok
                                    --------
EMAIL: kap@cts.com
NAME: Leo Bleicher
TOPIC: Chess Clock
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Infini-D v2.5
TOOLS USED: KPT Bryce v2.0
RENDER TIME: ~3hours
HARDWARE USED: Mac Quadra 660 AV
IMAGE DESCRIPTION: Chess game in progress on a mesa.


                                    clockd4
                                    -------
EMAIL:         bjoernk@sn.no
NAME:         Bjorn K. Nilssen
TOPIC:         Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:         trueSpace 2
TOOLS USED:         only trueSpace 2
RENDER TIME:         ca. 15min
HARDWARE USED:         Pentium 90 / Win95
Title:         Just a pocket watch

IMAGE DESCRIPTION:
Image made mainly to try out different ways of making small
parts, like the chains etc..

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The scene was modelled and rendered entirely in trueSpace, except for the 
bitmaps used for materials.



                                     cltime
                                     ------
EMAIL:        lemydanger@aol.com 
NAME:        Christian Lennertz 
TOPIC:         Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Winpov 3.0 1.0.Beta.13
TOOLS USED: Kai Power Tools 1.0
RENDER TIME: 5h 6m 58s
HARDWARE USED: Pentium 100 MHz
IMAGE DESCRIPTION:

Some creatures from the sea are looking on a clock. Maybe they are waiting for
the lunch.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

For all the objects in the scene, i wrote a script. I didn't use any modeler.
For the 
heightfields, i created the pictures with the Kai Power Tools Version 1.0. 

I hope you like this picture,

Christian Lennertz



                                    collcttm
                                    --------
EMAIL:CP74645@LTU.EDU
NAME:Christopher E. Purdy
TOPIC:TIME
COPYRIGHT:I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT
RENDERER USED:POVRAY 3.0 beta 7
TOOLS USED:MORAY V2.0 Registered version
HARDWARE USED:Pentium 120 Mhz 16Mb ram, AVEC2400 flat bed scanner
IMAGE DESCRIPTION:
This image comes from a personal fascination with Pocket Watches.  I have
recently begun collecting them and I found the theme to be appropriate for
the competition.
DESCRIPTION OF HOW THE IMAGE WAS CREATED:
All objects in the image were modelled using the MORAY V2.0 wireframe
modeller.  I used general CSG techniques to create all aspects of the
scene.  The face of the watch is a simple image map that I scanned
directly from an old pocket watch I have.  The scanned face was then
touched up using Photoshop to remove any blotches and scanner errors
and then finally sharpened using a standard sharpening filter.  A wide
camera angle was used to exaggerate the depth of field.



                                    cosclock
                                    --------
EMAIL: mhunter@dief.demon.co.uk
NAME: Matthew Hunter
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0.beta.7.msdos.wat-cwa
TOOLS USED:
RENDER TIME: 1 hour 32 minutes 43 seconds
HARDWARE USED: P100 8Mb
IMAGE DESCRIPTION:
Two 'cosmic' clocks, one analogue one digital floating near a planet,
just because it's a cool place to hang out.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The full source is included in the accompnaying zip file.

I never intended to submit this one, but I liked the idea of a scene
that could change the time displayed easily, ended up playing with it
and liked the way it turned out so here it is.

Clock.inc takes a time in the form of either 0<=time<1 or if you can't
be bothered to work out how far through the day you are then a negative
value gives an integer representation of the time, eg -1356 would be
four minutes to two in the afternoon.

The final images shows this time in three ways, first an LCD style display
is made, the LCD objects are stored in LCD.inc, and LCD_Ext.inc translates
numbers to LCD objects. Secondly an analogue display is built by calculating
the necessary angles, and a similar method is used to calculate the rotation
of the planet.

Matthew





                                    cpbtmch
                                    -------
EMAIL:  Bobko@injersey.com
NAME:  Christopher Bobko
TOPIC:  Time
COPYRIGHT:  I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:  Pov-Ray v. 2.2
TOOLS USED:  Moray v. 2.02
RENDER TIME:  2 hours, 39 minutes, 33 seconds
HARDWARE USED:  486-50Mhz PC with Math co-processor and 8m Ram.
IMAGE DESCRIPTION:

        This scene is my interpretation of futuristic time travel.
When I first saw the "time" topic, I thought about doing something 
about the obvious topic, clocks.  I actually played around with ideas
with clocks for a long time before I realized that I could not do a 
clock rendering as well as many other people out there.  Therefore, the
only way I saw to have a chance was to have a different take on the 
broad topic of time.  Hence was the time travel idea born. 
        The center of attention in the picture is a close up of a time
machine.  On the top are what I imagine to be comperable to wheels on a
car; they attach to the time channel and provide the means by which the
machine moves.  In the front of the machine is a heavy duty door with a
window to the "outside".  Holding the door on the left is a heavy duty
hinge.  On our right side of the machine are six heavy duty locks.  In
order to wihtstand the rigors of time travel, the locks and hinges are
stamped out in a manner so that they are preattached; in other words,
no welding is needed.  
        Also shown in the picture are dozens of other time channels,
many of which with similar time machines.  It appears that the time
machine industry will be as profitable as the automobile industry!
        I hope you enjoy looking at this rendering as much as I enjoyed
creating it!

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

        As indicated above, I used the Moray modeller to create this 
scene, which was eventually rendered in POV-RAY.  I would strongly 
recommend Moray to any intermediate ray-tracing enthusiast.
        I used nothing out of the ordinary to create the picture.  All 
the objects are simple primitives or CSG objects.  The "time channels"
are very long parallel cylinders that have been "squashed" so that the 
"wheels" can fit around them.  I think that the channels all coming 
together at a single point is really rather dramatic and showed the 
depth quite well.
        Once I had One time machine and the channels built, it was easy
to copy the time machine and create many more, giving a sense of
reality and helping the illusion of depth.  I think that everything
would have looked a little better had the contest allowed for things 
such as motion blur, but I hope that it is as easy for you as it is for
me to envision the time machines speeding along the channels.
        The lighting is mostly very simple.  Most of the scene is lit
by only one point light; I found it worked very well to create 
consistent highlights on the time channels.  This point light is
posistioned somewhere in the distance directly behind the largest time
machine.  The largest time machine is the most well lit.  Aside from a
spotlight posistioned above the machine to compensate for light that it
is not receiving from the point light, there are many orange and green
spotlights around the bottom pointing up that add more texture and
realism to the larger, more detailed machine.
        Technically speaking, this scene was not incredibly dificult to
create.  Fortunately, this left me time to work on the "artisticness" 
of it, (i.e. positioning objects and the camera) which, in my opinion,
worked out very well.


                                     crwrit
                                     ------
EMAIL:  chipr@email.niestu.com
NAME:  Chip Richards
TOPIC:  Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:  POV-Ray 3.0.beta.7d under Linux
TOOLS USED:  Sced (modeller), hf-lab (heightfield generator), gimp (image
             manipulation)
RENDER TIME:  2 hours, 45 seconds
HARDWARE USED:  486 DX/2-66
IMAGE DESCRIPTION:

Title:  "And Having Writ, Moves On"

Once I was out picking wild asparagus with my mother and brother, and I
commented on how odd that, unlike the wild berries, it grew only in this one
field.  My mother told me that the asparagus wasn't really wild.  When I asked
what she meant, she drew aside a nearby patch of brambles and showed me that
the lump underneath them was actually a foundation stone of an old house.  My
brother then pointed out a few other features, and suddenly it all sprang into
focus--I saw where the house had been, the barn, the outhouse, the well, the
garden.  Some fifty-odd years before, someone had called this weedy field
home.

When I drove past the same spot some twenty years later, I noticed that
someone had built a spanking new house on almost exactly the same spot.  The
asparagus was gone.

It is up to the audience to decide which direction my sundial is going, to
determine whether it is building or destroying.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

Modelled entirely with Stephen Chenney's excellent sced modeller.  Some hand
work was needed for some of the heightfield intersections.  I had originally
envisioned a much more detailed townscape, but real life kept intruding, and I
ran out of time.  Funny, that, should have traced up a few spare hours, eh?

Credit also to John Beale for hf-lab, forger of the delightful landscape, and
to Peter Mattis, Spencer Kimball, and all the other contributors to the GIMP,
without which my entire image would have been gray.

And, of course, thanks in abundance to the POV-Ray team!

(The scene file, height fields, and image maps total well over 2mb.  I'd be
happy to provide details upon request.)


                                     dclock
                                     ------
EMAIL: i2tp03@sp.isima.fr
NAME: Eric Touraille
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION
COPYRIGHT.
RENDERER USED: povray 3.0beta
TOOLS USED: None
HARDWARE USED: pentium
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
This is a really simple picture. The body of the clock 
is a superellipsoid, numbers are done with a true type
font, and the background is a bozo colormap. The chain
is from the examples of Povray 3.0beta documentation..


                                    doingit1
                                    --------
EMAIL: azathoth@zippy.spods.dcs.kcl.ac.uk
NAME: Jon Peterson
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POVRay 3.0 Beta (windows version)
TOOLS USED: Paint Shop Pro, Fauve Matisse
RENDER TIME:1 hour 22 minutes
HARDWARE USED: Intel 486DX4100 32Mb RAM
IMAGE DESCRIPTION:
'Doing Time' is slang for spending time in prison. This is a foul, but modern
prison
perhaps in a small dictatorate somewhere. weeks must seem lke years in this
place...
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
A lot of image and bump maps! As always, I only used a text editor for the
objects, and
good old trial and error. The more you use trial and error, the less error there
is, so I
stick with it now!


                                    erthtime
                                    --------
EMAIL: BruceS@dsd.persetel.co.za
NAME: Bruce Sutherland
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Corel Dream 3D 
TOOLS USED: Corel PhotoPaint
RENDER TIME: 2 hours 50 minutes
HARDWARE USED: Compaq DeskPro XL 560 - Pentium-90 , 20Mb RAM

IMAGE DESCRIPTION:

Earth Time. A wacky image of a play on words.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

I started with an idea of doing an hour-glass, with lots of little clocks
falling through. 

I first built the clock, then the hour-glass. As I was putting them 
together, the previews were taking too long to render, so I substituted 
the clock with a simple sphere.

While this was going on I thought it would look pretty wacky, if I turned 
the sphere into a globe. I mapped a bitmap of the earth to this sphere 
and there it was.

Once this was done, I had this hour-glass, just floating there in 
blackness, I tried different backgrounds, shading, light effects, 
et cetera. I tried putting it on huge globe, but then it was just too 
much. I then browsed my machine, trying different bitmaps that I have, 
finally settling on the one I_ve chosen. 

The wood base and top are textured with one of the standard textures 
that ship with Corel. The metal struts are tweaked metal textures that 
ships with Corel as well. Another texture that ships with the product 
that I changed slightly to achieve the desired effect is the glass of 
the hour-glass.

The bitmap of the globe I had floating on my machine for a while, and 
I have no idea when or where I got it, the same goes for the "misty" 
bitmap I've used for the platform.

All of the "work" was done in Corel Dream 3D. I used Corel PhotoPaint 
to convert the image to a  Jpeg and to shrink it to 600x600.

I_ve included the Corel Dream 3D file, but remember using these files 
without giving the proper credit, is illegal, immoral and FATTENING. 


                                    essence
                                    -------
EMAIL:  H Beaver1
NAME:  Christopher Hawkins
TOPIC:  Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:  Ray Dream Designer 4
TOOLS USED:  Graphic Convertor 2.2
RENDER TIME:  est. 2 hours and 25 minutes
HARDWARE USED:  Macintosh PowerPC

IMAGE DESCRIPTION:
        I wanted to make something abstract that still related to time so I
started brainstorming until I figured out a basis of exactly what I wanted to
do.  I got my major idea for the picture from the Salvador Dali painting. 

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
        The first thing that I wanted to accomplish was to create the clocks. 
I decided that they would be the hardest part of the picture and also the
entire picture would be based off of my clocks.  To make the clocks, I first
made a gold torus and added a go ld flat cylinder to the back.  Then I added a
inscription on the back, it_s just a silver cursive font.  It reads: _To Julia,
with love for thee.  Love, Carlos_.  I then added a white face to the front of
the torus.  Next I added each of the twelve number to the front.  Then I
created the hands of the clock in the Free Form editor.  I made a hand in one
of the cross sections and extruded it to make the minute hand.  Then I just
shortened a copy to make the hour hand.  All the while I was positioning every
thing. 
        Next I just started fooling around with different predefined shapes. 
Positioning them in different places and adding more clocks.  Then I applied
different shaders to the objects.  And if you are wondering, the red cylinder
is a wire shader.  Next I add ed a cube and applied a transparent refracting
shader with bump maps that look line rain drops.  That is how I made the water.

I did download the shader off of America Online but customized it to my liking.

I then added a flat cube under the water so th at it would have a type of
ground.  I purposely left the edge of the water visible. 
        Finally I added 3 spot lights with low angles.  One red, one green, and
one grey.  They are positioned differently pointing near the center. 
        Next I a made a text in a glowing fire texture that I made that
indicates the title and added it to the picture using Graphic Convertor.  Then
I added my name to the upper left hand corner of the picture.  The picture
looks MUCH better in thousands of co lors, but is OK in 256. 



                                    esundial
                                    --------
EMAIL:quipp@cris.com
NAME:Eric Moritz
TOPIC:Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:Pov-Ray 2.2.ibmicb
TOOLS USED:Pov-Lab, and Ms-Editor(to modify the .pov sources)
RENDER TIME:To Long
HARDWARE USED:Pentium 75mhz 
IMAGE DESCRIPTION:A Roman SunDial with a Roman Type BackGround. The Collosium 
In the back. Also, a monument to the left.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:I Drew everything on paper first, 
to get a basic idea on what it'll look like.Then I modeled it in Pov-Lab.
Then I found out the sharewhare version of pov-lab only allows 50 objects for
each .pov source. I had to break it down to 4 different files. Then I put 
#include's in one of the files. then I started the rendering and went to bed.
One point I'd like to make is, everything i used to make this picture was 
shareware, and off your cd-rom.(except alchemy with I used to convert it.)
P.S. The Sun-Dial works! Change the angle of the omni light, and the time will
change.


                                    eternity
                                    --------
EMAIL:104764.2463@compuserve.com
NAME: Marek Pochylski
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: 3DS release 2
TOOLS USED: dem23ds
RENDER TIME: 1min 20sec
HARDWARE USED: Pentium100

IMAGE DESCRIPTION:
Time and universe are infinite.  The sandglass represents lapse of
time from ancient past up to present day within an infinity of universe


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Because of lack of time I have created that image within 3D Studio.  However,
most of the objects is simple enough to create it with other modelers.
A city is the mesh object from 3D Studio but is available on Internet, and
with 3DSPOV can be transfer to file compatible with Povray.
A low cylinder can do the desert landscape.  I`ve created the landscape
with VistaPro and then using boolean operation within 3D Studio I`ve made it
round.
The picture of space comes from Asymetrix 3DFX.


                                    everman
                                    -------
EMAIL: 76744,1405@Compuserve.Com
NAME: Doug Allen
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Pov-Ray 3.0.beta.7 
TOOLS USED: PC Paintbrush 3.0
RENDER TIME: 40.35 Minutes HARDWARE USED: Pentium-75

IMAGE DESCRIPTION:
 The human compulsion to trace time over increasingly smaller intervals and more
at their convenience is the subject of this picture. Methods of time-keeping,
starting from Top-Left and moving clockwise, have been: The Sun, Sundials,
Hourglasses, Pocket Watches (analog devices), and Wrist Watches (digital
devices). The final stage, presumably, would be microchips integrated into the
nervous system for instant access time keeping to more precision than
microseconds. In the middle the Everman monitors the human compulsion.

This image is intended to inspire thought on the subject of timekeeping. Whether
it be in the form of someone going out and inventing the "Intel Outside 80886",
or starting a campaign against electronics assimilation, or just starting
research to do a history report on the subject, this image does not make a
comment on the perceived evolution of timekeeping.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
This image contains ten individual models: The sun, the sundial, hourglass,
pocket watch, wrist watch, the technically augmented head, the Everman, the
starburst in front of him, and the hands of the Everclock. The six items which
compose the face of the Everclock are each two Pov-units across they all stand
at a radius of 3 units from the origin and have been rotated to lessen the
effect of perspective on them. In other words, so they all face the camera.

The Sun: The sun is a basic Pov-Ray 3.0 halo which fades from bright yellow at
the corona to dark red on the horizons. It also consists of a spotlight shining
directly below to illuminate the sundial. No object could be simpler.

The Sundial: The sundial is basically made of a cylinder and half of a box. Each
of the numbers around the edges is made from scaled and rotated boxes which are
subtracted from the cylinder. The texture is an onion pattern texture made up
of a light crackle normal at the center, and a heavier one at the edges, making
it look like the sundial is dented at the edges but is relatively unmarred at
the center. The sundial is tilted upwards slightly to catch some of the rays of
the sun.

The Hourglass: The bases of the hourglass are just thin spheres. The spires
along the sides which look like spirals really are not. I created the illusion
by scaling a bunch of spheres and rotating them at 30 degree angles to each
other. I borrowed the pigment for the wood from the standard Pov-Ray Library
woods.inc. It is the pigment from T_Wood34 scaled a little and a specular
finish. The Glass is composed of two spheres, two cones, and a cylinder merged
together. The glass pigment is Black and 95% transparent. It has a very slight
index of refraction of 1.05 and has 20% reflection applied to it. The most
interesting part of the hourglass, the sand, was made through a technique I
call Selection. The shape of the hourglass is copied, scaled slightly smaller,
and all of the necessary portions are 'cut out' of the smaller copy. Then I
applied a very tiny bozo normal to the sand to make the dark spots appear. I
scaled it longer in the part of the sand in the middle to give the impression
that it is falling. This model also appears by itself in the Graphdev forum on
CompuServe in the image 'SpaceTime'. The images name is 4D.JPG.

The Pocket Watch: The main body of the pocket watch is made of only three
spheres: one gold, one white, and one transparent. The numbers around the edges
are the Pov-Ray Text object using the Pov-Ray standard text library
"TimRom.ttf". The hands are made of some boxes and cylinders which have had
chunks cut out of them. The knobs on the top and side are just cylinders with a
radial normal applied. The interesting part of the pocket watch is the chain.
It is made of three unions (the two hanging parts and the curve) of the
individual link shape, assembled by Pov-Ray 3.0 #while loops. As far as I can
tell, the three sections of chain line up perfectly.

The Wrist Watch: This is only the face of a wrist watch. Using the entire model
would have exceeded the allotted two units for an object on the Everclock and
thrown the composition off balance. This is a Timex Ironman Indiglo which has
also appeared many times on the Graphdev forum in my pictures. This model was
built from scratch though because the old one was lost. The image maps for the
writing on the face and the time were created using PC Paintbrush 3.0. They are
included in EVERMAN.ZIP as the images TIMEX1.GIF and TIMEX2.GIF A light glass
disk is applied over them to cast some reflection. The black part was made
using some fairly complex Constructive Solid Geometry. The texture for the
backing and the small screws is a very tiny crackle normal applied to give the
effect of sparkle in the highlight. It didn't work as well as I thought it
would but it doesn't look that bad.

The Head: The human head at the 12:00 position of the Everclock is a really
complex model using Pov-Ray 3.0 blob technology. Due to the fact that it was
made for another purpose and has been refined over the last two months it has
many controls for facial movement that aren't used in this image. The main
texture is a highly refined skin texture that I have developed over the last 6
months. The micro chip implantation is a simple box with the image INTELOUT.GIF
applied to it. In case you can't read it, it says "Intel Outside 80886". The
pins along the edges are made using one cylinder and four Pov-Ray 3.0 #while 
loops.

The Everman: The name Everman comes from the book Dragons of Autumn Twilight:
Volume 1 of the DragonLance Chronicles by Margaret Weis and Tracy Hickman. I
borrowed it because it sounded appropriate. The Everman is made of
approximately 300 blob components, each one is too complicated to explain here.
The human male model was designed by me for another project so I copied the
code over for this image. The controls for the Everman are in the included file
EVERMAN.INC in EVERMAN.ZIP. 

The Starburst: The starburst is a union of  9 scaled and rotated spheres each
with a Pov-Ray halo texture. I wanted to give the impresion of a lens flare
without actually using one because it's not allowed in this competition. I
think it turned out rather well. It also conveniently keeps the Everman from
mooning us.

The Everclock Hands: The hands are the same hands used in the pocket watch model
with different proportions for more drama. About 25% of the Starburst is in
front of the hands which gives a nicely flared look to them.

The Background. The starfield background is a texture which has been improving
since it's inception in February. The 'clouds' are a bozo pattern texture that
is mostly blue with some red added in places. The stars are created by giving
the texture of the applied sphere a bumpy normal texture. Overall the
background has 50% specular highlight applied to it. In this way, some of the
bumps pick up and reflect the light source with varying intensity making it
look as if some stars are brighter than others. Some look like they're behind
the cloud and some in front too. This texture doesn't animate well since there
are probably billions of bumps in this image and changing the camera even
slightly makes all new stars appear. But for a still image it looks great.



                                    foucpend
                                    --------
EMAIL: bv9573@utb.hb.se
NAME: Ulf _hl_n
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: povwin 3.0beta
TOOLS USED: Paint Shop Pro (TGA->JPG)
RENDER TIME: 1.35
HARDWARE USED: PC, 486DX4 100 Mhz 8 Mb

IMAGE DESCRIPTION:
If you want to make sure the earth is still spinning, here's one way 
to do it. Find a room with a high ceiling. Hang a pendulum close 
to the floor and make it swing. The plane in which the pendulum is 
swinging will rotate in a clockwise direction. This experiment 
can be used to measure time if the latitude is known.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Not much to say here. All objects were made directly in a text 
editor, no modeller was used. The textures are mostly (modified)standard 
textures. The trickiest part was to get the vault look good(you 
don't see much of it though).


                                     frozen
                                     ------
EMAIL: allianz@mailnet.rdc.cl
NAME: Ulrich Goeltner and Patrick Baur
TOPIC:Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: PovRay for Windows 3.0.beta.7a.winwat32
TOOLS USED:Paint Shop Pro (to convert TGA to JPG)
RENDER TIME: 3h 40min
HARDWARE USED: 486DX-75 PC
IMAGE DESCRIPTION:Frozen Time
A watch in an ice-cube with a snowy landscape.
The feeling of being helpless in front of time. The same watch 
indicates several hours, just because it is reflected in an ice-cube. 
Time has many faces (reflections in the cube) but at the end it never 
changes, thus it is frozen (ice-cube in snowy landscape).

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

We used exclusively PovRay for Windows 3.0. 
The numbers of the watch are made with the "text" feature 
of PovRay 3.0. 
The signature is a height-field using a gif-file created by 
Paint-Shop Pro. 
The landscape is another gif-file projected on a box.
The cube is a superellipsoid with a glass-like texture, 
using a diamond refraction (ior 2.4) and some reflection. 
The rounded shape of the superellipsoid gives some nice effects.

Standard "texture.inc" file by PovRay is used.

frozen.gif: landscape by KODAK
copy.gif: height_field file for signature
frozen.inc: the watch (can be used as "object{Watch}")
uhr.ttf: font-file for digits (times.ttf)



                                    gdwsun2
                                    -------
EMAIL: gdw1@cornell.edu
NAME:  Gregory Wilson
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POVRay3.0 for Windows
TOOLS USED:    None
RENDER TIME:   7 hr
HARDWARE USED: Zeos 486DX266
IMAGE DESCRIPTION:
   A curved sundial beside a calm, mist-covered ocean. 

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
   Just using the features of POVRAY 3.0, I created this one out of my head.
   Continuing to think about how time has been measured.  Used several standard
   include textures, like the clouds and ground textures.  The sundial here is
   a take off of one I had in my front yard when I was growing up.  The ground
   surfaces were all created using POVRay and outputing to 16bit grayscale
tgas.
   The three background files need to be rendered first before the final scene
   is rendered.  The concept for these is the same as one of the demo files
   with POVRay3.0beta, "crater.pov".  The fog is a layered one.  I got the idea
   for this by reading the 3.0 documentation.  For the numbers, I chose Roman
   numerals becuase they look better than just normal numbers.  The font is
   Bernhard Modern Bold.  You will need to change this if you do not have it.
   The sky is Darin Dugger's DD_Cloud_Sky texture mapped onto a pair of planes
   as per in the "skies.inc" file included with POV3.0b.  Enjoy!


                                    gkltime
                                    -------
EMAIL: tatsu6@aol.com
NAME: Gregory Lee
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray beta 3.0 for Windows
TOOLS USED: Pov-Ray Windows editor
RENDER TIME: 7 min 58 sec
HARDWARE USED: Pentium 133mHz
IMAGE DESCRIPTION:
The image is several clocks that are suspended in air. Each is
a time portal, but they tell time not transport.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I made the background of the ground, sky and fog. The textures
were made by Jason Formo.  I then used a text editor to made a
torus for the edge of the clock. The hands are cylinders with
cone caps on both ends. The face is a glass elipsoid with slight
ripples on the surface. I then replicated several clocks with
differect positions and rotated each differently. 


                                    gotime1
                                    -------
EMAIL: obukhov@oea.ihep.su
NAME: Gena Obukhov
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0.beta7
TOOLS USED: Blob Sculptor
RENDER TIME: 1 day 22 hours 4 minutes
HARDWARE USED: IBM PC/AT 486DX2 40 MHz 24Mb

IMAGE DESCRIPTION: "Brain Drain" is the title of the picture.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I guess some people recognize 
this head. I have already used it in my picture for "Science" topic. It was
created under "Blob Sculptor".




                                    gotime2
                                    -------
EMAIL: obukhov@oea.ihep.su
NAME: Gena Obukhov
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0.beta7
TOOLS USED: HF-Lab
RENDER TIME: 3 hours 58 minutes
HARDWARE USED: IBM PC/AT 486DX2 40 MHz 24Mb

IMAGE DESCRIPTION: "Beach Robbers" is the title of the picture.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used HF-Lab only for 
heightfield creation (sand). I didn't attach this map to source
because it's 2Mb TGA file.




                                    gotime3
                                    -------
EMAIL: obukhov@oea.ihep.su
NAME: Gena Obukhov
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0.beta7
TOOLS USED: 
RENDER TIME: 7 days 10 hours 32 minutes
HARDWARE USED: IBM PC/AT 486DX2 40 MHz 24Mb

IMAGE DESCRIPTION: "22:00" is the title of the picture. I kept Berlin in my
mind as a model for this image. But I don't mind if you think that it's also
similar to Paris, London or anything else :)

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:  All things were drawn on the
graph paper and than transfered into POV-Ray. All buildings came from my
mind and have not real prototypes. I used some new POV-Ray features, such
as: prism, sky_sphere, brick, normal_map, while-end loops, fade_distance 
and some others.  




                                    graveyrd
                                    --------
EMAIL:  sci-tag@jcu.edu.au
NAME:  Troy Growden        
TOPIC:  Time - I guess a Graveyard can be considered a subject
        related to time (you know - the END of time !)
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: PovRay For Windows 3 Beta
TOOLS USED:  PovSB 0.99h for all Modeling (Excellent Modeller), 
             Photoshop for Labeling and Converting
             PovRay For Windows 3 Beta
             Windows Notepad :)
RENDER TIME: 14 minutes 
HARDWARE USED:  Pentium 100, 32 MB Ram
IMAGE DESCRIPTION:  A Graveyard scene with a rundown, rusted fence.  
        The head stones are leaning and mossy.  The ground is weeded,  
        toadstools growing around.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
        This was made by first creating the various components 
        (the fence, the various stones, the toadstools, each clump of 
        "weeds" etc), then placing them onto the scene, duplicating, 
        and rotating them at different angles to make them look
        different.

        There was a BIG problem in that when I decided to put the 
        weedy looking objects into the scene.  I tried a variety of 
        other ways of putting weeds/grass into a scene, but the best 
        effect was through creating the clump with a group of very 
        thin cones (12 of them in each), and then pasting them into
        the scene MANY time! (I can only guess - but povray reports 
        about 34,000 objects -99% of which were the grass objects!)
        The problem was that even with 32 mb of ram - the modeler
        was having a hard time diplaying every object - it just took 
        ages to re-draw the scene!

        After I was happy with the scene, I added the fog effects 
        with the Windows Povray 3 Editor, and notepad.

        

Other Information:  I am only new to the RayTracing Scene, but am 
        really keen to learn as much as possible (ie any pointers, 
        info, anything would be GREATLY appreciated!).  

        This is my first scene. :)

15/5/96


                                    gveyard
                                    -------
EMAIL: tket@spider.compart.fi
NAME: Timo Ettanen
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0beta
TOOLS USED: tga2gif, fractint, tgatxt, cjpeg
RENDER TIME: 22 h 4 min 38 sec
HARDWARE USED: 486 DX2-66 

IMAGE DESCRIPTION:

This is my attempt to look at the topic in wider perspective.
My image shows the passing of time in the contrast of old graveyard and
babycarriage.  Mother has left her baby for a few minutes on a
walkway of an old graveyard.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

This scene has lots of heightfields. Images used in heightfields
were produced by small Pov programs included in gveyard.zip,
Fractint provided an plasma image used as an heightfield in
very rough stone surface. GraveGranite texture were modified
from Pink_Granite texture from standard textures.inc.

It uses some of the pov 3.0 features, such as: #while and #if directives
in chains and wheels, crackle texture and ground fog.
I tried to resist the temptation to use fogs in this old graveyard 
and failed miserably:), but still I think it enhances the old and
timeless feeling of the graveyard.  
 
I did this image entirely by hand modelling. Also the bicubic patches in
the babycarriage were modelled by hand. I had to produce smooth
character set for carving names out of the gravestones. It is
included in gveyard.zip as smoochar.inc.



                                     helio
                                     -----
EMAIL: WLJG48E@Prodigy.com
NAME: Daniel L. Isdell
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: PovWin 3 beta 13
TOOLS USED: POV3, Moray, Paint Shop Pro, and Corel Draw v.4.0 
RENDER TIME: 3 hours 29 minutes 5 seconds
HARDWARE USED: Pentium 60 Mhz.
IMAGE DESCRIPTION: A heliochron (sundial) in a garden.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
This image is of a type of sundial called a heliochron or bowstring sundial.  It
was created with POVWin 3 Beta 13.  The irises and curtains were modeled with
Moray.  The image maps for the poem and engraved numerals were created with
Paint Shop Pro.  The image maps for the leaf shadows and iris petals were
created with Corel Draw v.4.0 and modified with Paint Shop Pro.  Everything
else was created with the text editor built into POVWin 3.  

The texture of the sundial is T_Brass5.  The texture of the column is T_Stone8. 
The texture of the clapboards is a white pigment with the Wood texture applied
as the surface normal to give the impression of woodgrain showing through the
paint.  The 1200 blades of grass and the iris leaves make extensive use of POV
3's new rand function and while loops to create random size, scale, rotation,
translation and colors.  The flagstone is created using the new Crackle
texture. 

Let me know what you think.

Dan Isdell   



                                    hglass5
                                    -------
EMAIL: balou@teleport.com
NAME: Brian Vandewettering
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0 Beta
TOOLS USED: Visual C++ to generate a dialog app which created helix.inc
RENDER TIME: 15 Hours 40 Minutes
HARDWARE USED: Pentium 75

IMAGE DESCRIPTION:

Initially, I was curious about glass blobs.  After trying a few things 
I realized that they could produce an interesting hourglass. This is 
one of my first images but I'm pretty happy with it. The fog depicts 
a sandstorm in progress.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The wood and stone textures are borrowed from the samples distributed 
with the Texture Magic program.  The sky sphere is found in POV's sky.inc.  

I used spherical glass blobs to get the hourglass shape with the 
Old Glass texture from POV's glass.inc.  

The triple helix wood shapes were created using CSG with the diffence of a 
cylinder and three clockwise helices formed from a series of spherical blobs. 
An identically sized, opposing object with three counter-clockwise helices joins

the former in a union which defines the hourglass frame.  Please forgive the 
slight lack of symetry between the top and bottom, I just ran out of time.


                                      hole
                                      ----
EMAIL:gerritvn@osi.co.za
NAME:Danie van Niekerk
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Polyray v.1.8
TOOLS USED:
  "SWEEP" for wormhole's basic structure
  CSD for colours,various text-editors for the input file,
  My own text-to-blob utility written in Pascal

RENDER TIME: 90 Minutes (In total) 
HARDWARE USED: Pentium 100 Mhz with Mathco and SVGA,standard mouse & keyboard
IMAGE DESCRIPTION:

 Time-and the relativity of it,as shown by an imaginary picture of a
 "wormhole" (or black hole). The space-time-lines are distorted around it,
 and time is "drawn out" at the event horison.Although the "time" is
 identical everywhere,the perception of it, at different points,is relative to
your
 viewpoint-the effects of this distortion has an outward rippling effect on the
 surrounding space.<Rather surrealistic> 


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

 I constructed a clock using discs,cones and a torus of transparent
 coloured glass.The numerals on the watch were constructed by a very
 simple utility I wrote in Pascal,which converts text to blob-components.
 The face of the clock was made using a noise_surface with a ripple-normal,
 as well as a colour-map.(The colours of which I made using CSD).The original
 idea for the ripple came from the classic "blue_ripple."The clock's
 background was intersected by a grouping of cylinders,giving the illusion
 of parallel white lines,placed so that it fits the camera view around the
 edges of the tiled image,for a "seamless" fit.

 The landscape around the hole was made by first generating an image of
 which the colouring was determined by a cyclic function.This was used as a  
heightmap,with the clock-image(already rendered)wrapped around it,using a
planar  imagemap.

 The "hole" itself was generated by a simple utility,called "sweep".In the
 program,a set of 2-d points are inputted by mouse,and a lathe-format is
 generated.I changed some of the hole's points manually,and united it
 with the landscape.The whole was coloured using the image of the traced
 clock, a shiny surface and four lights.


ADDITIONAL INFORMATION:

 Anyone wiht + and - comments & suggestions,or who wants to look at
 the code,or who is also interested in Polyray code generation utilities can
 contact me at gerritvn@osi.co.za

 Danie van Niekerk


                                    hrglass
                                    -------
EMAIL: vansteen@tornado.be
NAME: Roland Vansteenkiste
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT
RENDERER USED: PovRay 3.0 for Windows beta 13
TOOLS USED: None
RENDER TIME: resolution: 640x480 options +a0.1 35min 9sec
HARDWARE USED: Pentium 75Mhz 16M Ram
IMAGE DESCRIPTION: An hourglass; from a picture I found in an old book
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Looking at the scenefile explains everything


                                    hrglazbr
                                    --------
EMAIL: balan@imagine-net.com
NAME: balan r. menen
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0b7.mac1
TOOLS USED: Photoshop (for crop 'n conversion to JPEG)
RENDER TIME: approx. 40 hrs (in background)
HARDWARE USED: PowerMac 7200/75

IMAGE DESCRIPTION:
 
         venerable hourglass, 
           symbol of objective time _ 
             quantified, monotonous, irreversably linear__
             
         sprouts new dimensions _
          in subjective perspective _
            qualified, multi-hued emotional meandering _
            
            
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
 
        Started with a close packed collection of 12 spheres about a central
one.
            // If you want to try this hands on:  
              starting with a single marble on a flat surface_
              arrange six more around it in just kissing contact _
           you get a cluster of seven marbles in a hexagonal grid _
          
           now place three more marbles in the valleys_
           so that they touch the cenral one! _ that_s ten marbles
          
           add three more from below to touch the central one _
           that makes thirteen _
          
          
        Guru Bucky Fuller called this _Vector Equilibrium_ / _Dymaxion_.   

        A crystallographer friend (Dr.K.Verughese) showed me_how these 12
spheres_
         can be tidily located in integer cartesian coordinates
           by using the vertices of a cuboctahedron like this:

          <0,0,0>   // central 

          < 1,  1,  0> // and 12 kissin_
          < 0,  1,  1>
          < 1,  0,  1>
          <-1,  0,  1>
          < 0, -1,  1>
          < 1, -1,  0>
          < 1,  0, -1>
          < 0,  1, -1>
          <-1,  1,  0>
          <-1, -1,  0>
          < 0, -1, -1>
          <-1,  0, -1>
          
          
        This sphere cluster was then Blobbed _ 
         and the interlinking hourglass waists shaped by varying Threshold and
Radius.
          
        Then came coloring_
         starting White at center_
         with pure Red, Green, Blue for three adjacent outer spheres _
         and Cyan, Magenta, Yellow for their three polar opposites 
         leaves us with a ring a six to be assigned blended colors 
         (Red-Yellow, Red-Magenta, Green-Cyan, Green-Yellow, Blue-Cyan and
Blue-Magenta)

          and lights _
         just three pure Red,Green,Blue lights _
         
         
        Next ran a 180 frame animation rotating the _Blobby Dymaxion_ 
          about X and Y axes, looking for a good angle. 
           // As serendipity would have it _ 
                the best frame happened to be_Frame 101 !
                  with 102 coming in a close second


        Now it was glass time _
         Solid glass doesn_t work __the stems just black out _ 
         It had to be hollow thin-walled glass __
         using CSG:Difference of two BlobbyDymaxions with different thresholds
_
          // 0.488 for the outer and 0.4895 for inner 
          //for a Radius =1 and StrengthVal=0.955

        The finish is standard F_Glass3 with transparency upped to 0.98
        
         /***
         It seems the finish has to be specified with each sphere during
blobbing!
         Calling finish after blobbing caused some strange but pleasant effects.

         The hilites are gone and the whole rendering took on a bright
watercolorish look_ 
         very flatlandish _ primitive , childishly bold!
         
           so i am entering that render also __
           ***/
           
           
        Getting accurate framing was difficult, so i wrote a small utility _
          to find the row-column range for  rendering a part of a larger Final
render. 
          That proved to be useful for doing sample renderings 
          of certain key parts of the picture at different settings _
          
        Found atmospherics and radiosity did not add anything to this model. 
         And also that the ten-fold cost of supersampling and anti-aliasing did
not 
         provide significant additional info. So decided not to use any
anti-aliasing.


        /* Am not presenting the source now becasue it is a part of a larger
animation _
           and would be confusing because i tend to name variables in my own
language !*/


                                    hrglazve
                                    --------
EMAIL: balan@imagine-net.com
NAME: balan r. menen
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0b7.mac1
TOOLS USED: Photoshop (for crop 'n conversion to JPEG)
RENDER TIME: approx. 40 hrs (in background)
HARDWARE USED: PowerMac 7200/75

IMAGE DESCRIPTION:
 
         venerable hourglass, 
           symbol of objective time _ 
             quantified, monotonous, irreversably linear__
             
         sprouts new dimensions _
          in subjective perspective _
            qualified, multi-hued emotional meandering _
            
            
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
 
        Started with a close packed collection of 12 spheres about a central
one.
            // If you want to try this hands on:  
              starting with a single marble on a flat surface_
              arrange six more around it in just kissing contact _
           you get a cluster of seven marbles in a hexagonal grid _
          
           now place three more marbles in the valleys_
           so that they touch the cenral one! _ that_s ten marbles
          
           add three more from below to touch the central one _
           that makes thirteen _
          
          
        Guru Bucky Fuller called this _Vector Equilibrium_ / _Dymaxion_.   

        A crystallographer friend (Dr.K.Verughese) showed me_how these 12
spheres_
         can be tidily located in integer cartesian coordinates
           by using the vertices of a cuboctahedron like this:

          <0,0,0>   // central 

          < 1,  1,  0> // and 12 kissin_
          < 0,  1,  1>
          < 1,  0,  1>
          <-1,  0,  1>
          < 0, -1,  1>
          < 1, -1,  0>
          < 1,  0, -1>
          < 0,  1, -1>
          <-1,  1,  0>
          <-1, -1,  0>
          < 0, -1, -1>
          <-1,  0, -1>
          
          
        This sphere cluster was then Blobbed _ 
         and the interlinking hourglass waists shaped by varying Threshold and
Radius.
          
        Then came coloring_
         starting White at center_
         with pure Red, Green, Blue for three adjacent outer spheres _
         and Cyan, Magenta, Yellow for their three polar opposites 
         leaves us with a ring a six to be assigned blended colors 
         (Red-Yellow, Red-Magenta, Green-Cyan, Green-Yellow, Blue-Cyan and
Blue-Magenta)

          and lights _
         just three pure Red,Green,Blue lights _
         
         
        Next ran a 180 frame animation rotating the _Blobby Dymaxion_ 
          about X and Y axes, looking for a good angle. 
           // As serendipity would have it _ 
                the best frame happened to be_Frame 101 !
                  with 102 coming in a close second


        Now it was glass time _
         Solid glass doesn_t work __the stems just black out _ 
         It had to be hollow thin-walled glass __
         using CSG:Difference of two BlobbyDymaxions with different thresholds
_
          // 0.488 for the outer and 0.4895 for inner 
          //for a Radius =1 and StrengthVal=0.955

        The finish is standard F_Glass3 with transparency upped to 0.98
        
         /***
         It seems the finish has to be specified with each sphere during
blobbing!
         Calling finish after blobbing caused some strange but pleasant effects.

         The hilites are gone and the whole rendering took on a bright
watercolorish look_ 
         very flatlandish _ primitive , childishly bold!
           so i am entering that render also __
           ***/
           
           
        Getting accurate framing was difficult, so i wrote a small utility _
          to find the row-column range for  rendering a part of a larger Final
render. 
          That proved to be useful for doing sample renderings 
          of certain key parts of the picture at different settings _
          
        Found atmospherics and radiosity did not add anything to this model. 
         And also that the ten-fold cost of supersampling and anti-aliasing did
not 
         provide significant additional info. So decided not to use any
anti-aliasing.


        /* Am not presenting the source now becasue it is a part of a larger
animation _
           and would be confusing because i tend to name variables in my own
language !*/


                                    hrnoglss
                                    --------
EMAIL:bbowen@cswnet.com
NAME: Barrett L. Bowen
TOPIC: TIME
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0 beta 0.7 for Windows 
TOOLS USED: GUM beta 0.91, POVCAD 4.0, WCVT2POV, PaintShopPro 3.0
RENDER TIME: 7hrs. 26mins. 25secs.
HARDWARE USED: Gateway2000 486DX2-66V running DOS 6.0 and Windows 3.1
IMAGE DESCRIPTION:
        Discrete units of infinity -- hours, minutes, and seconds -- just
stack up one right after another and stretch out forever.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
        I thought it would be fun to render infinity as an iterated fractal 
using an hourglass where the supporting posts were themselves hourglasses in
turn
having posts that were hourglasses, in turn having . . . you get the idea. I was

right: it was fun. But it looked kind of lonely just sitting there in the
middle
of nothing all by itself. Of course infinity runs all directions so I thought
hundreds of these fractal objects stretcing out to . . well. . infinity, would 
keep it company and be even more fun, as well as make the scene more
interesting.

        The hourglass itself was designed in GUM with 4 copies of a bicubic
patch 
and two tori. The discs capping the tori were added by hand. I kept all of the
numbers to whole integers for convenience in calculating the ratios, offsets,
etc.
necessary to implement a recursive placement algorithm.
 
         A careful study of the recursion examples included in the POV-Ray 3.0 
distribution files and lots of trial and error eventually gave me what I was
looking for. Well, almost. . . I kept running out of memory!

        As you may know, POV provides two forms of bicubic patch objects. One
precomputes all of the triangles before rendering which speeds things up but
uses
more memory. I could only achieve ONE level of recursion with it. The other
stores
only the points and calculates the patch triangles as it renders. I achieved
two
levels of recursion with it, but, the test renders were so excruciatingly slow
that 
experimenting with other aspects of the scene became a real pain. So. . .

        After experimenting with the surface-of-revolution, and lathe objects,
and
subsequently rejecting them for speed ( STURM keyword almost always required) I

returned to GUM and changed the B-rep of one of the patches to "mesh" with the
u and v steps set to 20. I then "zoomed" in real close to each of the mesh
inter-
section points along one edge and recorded the x,y values under the mouse 
to the nearest quarter value (x.0, x.25, x.5, x.75). 

        In POVCAD, I zoomed the world units out to accomodate the size of the
hourglass(+-64), increased the grid spacing to match the quarter values
(64*2*4),
and created a .pth path data file from the points I recorded from GUM. I swept 
the path 360 degrees in 28 segments. I then used WCVT2POV to calculate smoothed
normals from the resulting .raw triangle file, and output a POV .inc file.
Finally, I changed the "union{. . . }" statement to a "mesh{. . . }" statement
and solved part of my memory problems.

        Using Pov's highly efficent mesh object allowed me squeeeeeeze out a 
third level of recursion after I set my temporary swap disk in windows to 35M
and made the level 0 object just a cylinder. It rendered relatively fast too.
As you can see, 2 levels of recursion were sufficient, and, left plenty of room
for
sand in the hourglass ( which you don't see, more on that later. . .) but I
could only get a couple or three copies of the fractal object before I hit the
memory barrier again. 

        So how 'did' I get all those hourglass objects in there?
        
        It's all done with mirrors ( I've always wanted to say that ) :
Five merged planes, dark gray in color, completely transparent, with luminous,
perfect mirrored finishes, form 3 walls a floor and a ceiling around just one
fractal object The three walls are positioned to form a right triangle with the
right angle behind the center object proportional to the distance of any one
hourglass's center and its parent's center. And obviously, the ceiling and
floor touch the top and bottom respectively. Of course I can't have flowing
sand with mirrors or every other level of reflection would show sand flowing
the wrong way.

        The texture of the mirrors was arrived at solely through trial and
error. Basically, here is what is happening: The color chosen is made clear to
allow the light in. Dark gray, because white overly brightens everything since
the color of the reflective surface is mingled in with the color of the
reflected object. Not 
completely black because some brightening provides a distance attenuation
effect
similiar to fog. This helps compensate for some of the loss of depth cueing that

results from reflected rays not casting shadows. A side benefit is that it works
well with POV 3.0's adc_bailout value to save rendering time. Finally, it is
luminous (POV keyword:"no_shadow")to prevent floating shadows that appear as
darkened areas in the picture. 

        Notice there is no glass. I tried it, but since clear mirrors precluded
the use of a background object ( it would be visible "through" the reflected
objects) the glass just sort of vanished in odd places. I also tried completely
filling the glass with sand, giving the solid pigment a glass finish, and
substituting in a different colored wood to make it look like a carving. The
scene is so near to being overly busy though, that the plain dull pigment has a
pleasing, compensating effect. I just liked it better the way it is.

        Last but not least, four soft area lights add just enough realism to
make you want to reach out and grab one of those hourglass objects. This is
especially evident in the upper and lower left corners.
        
        I've sure had fun with this one and learned a lot along the way. I hope
you enjoy it as much as I did. 
        

         
         



                                    iaclock
                                    -------
EMAIL: iarmstrong@cix.compulink.co.uk
NAME: Ian Armstrong
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0beta
TOOLS USED:
RENDER TIME: 26h 49m
HARDWARE USED: Pentium 120
IMAGE DESCRIPTION:

A DIY attempt at building an electric clock from bits & pieces.  Much
the sort of thing I used to dabble with as a schoolboy many years ago...

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

Done entirely in Povray 3.0 using lots & lots of those lovely #while
loops and superellipsoids.

The sketch of the gears was obtained by rendering the gear-train in
povray, then using PaintShop Pro image filters.

Most of the rendering time comes from the area lights used to give the
soft shadows.




                                    icetime1
                                    --------
*************************** Ray-Tracing Competition
*****************************        


EMAIL: jlhote@planete.net

NAME: LHOTE Jean-Claude ( GASSER Lionel )

TOPIC: Internet Ray-Tracing Competition - TIME - 

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED: Povray 3.0 beta 6 & 7

TOOLS USED: Image-in ( Mustek scanner software ) , Moray 2.0g

RENDER TIME: 12 h 30 min for the image-map and 14 h for the final one.  

HARDWARE USED: Pentium 166 - 32 Mo RAM, Mustek scanner

IMAGE DESCRIPTION: This is a very humble tribute to the entire surrealistic
             work of SALVATOR DALI

DESCRIPTION OF HOW THIS IMAGE WAS CREATED : 

        My work was based on the Dali's "Persistence of memory" painting:
         
        _ First, i have scanned this painting in an encyclopaedia of art.

        _ Then, i've placed it in a scene as an image-map with other classical 
          objects on time subject (such as skull for death, clocks,
hourglass...)

        _ This first image was enterely modellised with MORAY 2.0 and renderered

          with povray 3.0-b.6 ( saved as "icetime1.jpg" ) 

        _ The final image is constituted with the first one and used as a 
          secondary image-map in a final scene ( an iceman regarding and 
          touching the painting in a special frozen space )

           -> " THE FROZEN EFFECT OF TIME "

        _ This final image was renderered with povray 3.0-b.7 
          (saved as "icetime2.jpg" )


*********************************************************************************



                                    icetime2
                                    --------
*************************** Ray-Tracing Competition
*****************************        


EMAIL: jlhote@planete.net

NAME: LHOTE Jean-Claude ( GASSER Lionel )

TOPIC: Internet Ray-Tracing Competition - TIME - 

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED: Povray 3.0 beta 6 & 7

TOOLS USED: Image-in ( Mustek scanner software ) , Moray 2.0g

RENDER TIME: 12 h 30 min for the image-map and 14 h for the final one.  

HARDWARE USED: Pentium 166 - 32 Mo RAM, Mustek scanner

IMAGE DESCRIPTION: This is a very humble tribute to the entire surrealistic
             work of SALVATOR DALI

DESCRIPTION OF HOW THIS IMAGE WAS CREATED : 

        My work was based on the Dali's "Persistence of memory" painting:
         
        _ First, i have scanned this painting in an encyclopaedia of art.

        _ Then, i've placed it in a scene as an image-map with other classical 
          objects on time subject (such as skull for death, clocks,
hourglass...)

        _ This first image was enterely modellised with MORAY 2.0 and renderered

          with povray 3.0-b.6 ( saved as "icetime1.jpg" ) 

        _ The final image is constituted with the first one and used as a 
          secondary image-map in a final scene ( an iceman regarding and 
          touching the painting in a special frozen space )

           -> " THE FROZEN EFFECT OF TIME "

        _ This final image was renderered with povray 3.0-b.7 
          (saved as "icetime2.jpg" )


*********************************************************************************



                                     jcdial
                                     ------
EMAIL: jcheves@ix.netcom.com
NAME:  Joel R. Cheves
TOPIC: Time Competition
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winPOV 3.0 beta
TOOLS USED: Breeze2 - CorelDraw
RENDER TIME: 30 minutes
HARDWARE USED: Pentium 133/16
IMAGE DESCRIPTION:The Sands of Time: before the Rain - 800x600 jpeg

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

  The Sundial was created as follows:
   1st the shape of the 2 components were designed with Coreldraw 
      and exported as dxf files.  Breeze2 was then utilized to extrude
      and scale. A little crand and irridesence was added for texture.
   The Sun in the background was created by utilizing a gif created with 
      DeluxePaint II enchanced to dipict the sun. {Still love this old 
      Dos program. Wish Electronic Arts would do a Windows version!}      
   The image was rendered with PovRay 3 beta (Nice work guys!) on a
   Pentium 133/16.  

   Please visit my homepages & gallery. (When CIS expands space 
   availability, I plan to add many more traces!)
   URL: http://ourworld.compuserve.com/homepages/jcheves/gallery.htm    


                                    jcdial2
                                    -------
EMAIL: jcheves@ix.netcom.com
NAME:  Joel R. Cheves
TOPIC: Time Competition
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winPOV 3.0 beta
TOOLS USED: Breeze2 - CorelDraw
RENDER TIME: 25 minutes
HARDWARE USED: Pentium 133/16
IMAGE DESCRIPTION: On the Ocean of Time: after the Rains - 800x600 jpeg

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

  The Sundial was created as follows:
   1st the shape of the 2 components were designed with Coreldraw 
      and exported as dxf files.  Breeze2 was then utilized to extrude
      and scale. A little crand and irridesence was added for texture.
   The starry background was added with PaintShop Pro. (If anybody out
      there that knows of a good random star field generator, please 
      email me at above address) 
    
   The image was rendered with PovRay 3 beta (Nice work guys!) on a
   Pentium 133/16.  

   Please visit my homepages & gallery. (When CIS expands space 
   availability, I plan to add many more traces!)
 URL:  http://ourworld.compuserve.com/homepages/jcheves/gallery.htm    


                                    jlglass
                                    -------
EMAIL:  landj@andrews.edu
NAME:  Jeff Land
TOPIC:  Time
COPYRIGHT:  I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:  Povray 3.0 beta 6
TOOLS USED:  Moray 2.0, Blob, and Paintshop Pro
RENDER TIME:  About 30 minutes.
HARDWARE USED:  486/66 DX2
IMAGE DESCRIPTION:

        Since the topic is time, an hourglass naturally comes to mind.  Since
I'm only a beginner at raytracing (This is my first serious attempt at a good
image.  I'd only been playing around with Bezier Patches before hand), so I
decided that I might as well make my mark by entering a contest.  Well, the
image is of a wizard's desk, containing an hourglass, books on various
subjects of wizardly interests, and a paper depicting how to travel through
time.(Sorry the pper is more or less unreadable.  As I mentioned, I'm only a
beginner at this.  The paper would be quite amusing if you could read it.)
I intentionally did not put a background in, as I feel that it would interfere
with the atmosphere that the picture otherwise generates.  I hope everyone
enjoys the image.  An comments, suggestions, help, etc. would be appreciated!

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

        It wasn't that hard to model, just getting the blobs into the right
places was the hardest part.  Which was not really all that difficult.


                                    jsktime
                                    -------
EMAIL: RODney@sisna.com
NAME: Joseph Keller
TOPIC: Time (Passing of)
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0 beta 7
TOOLS USED: Just a text editor and POV-Ray (Even all the Hight Fields!)
RENDER TIME: 31 min. 46 sec.
HARDWARE USED: Pentium 166, 32 meg ram, 4 meg Matrox Video card
IMAGE DESCRIPTION: The world passing through time.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I started by making a 18 meg hight field with POV-Ray, and a big clock image
map.  All the maps were made with POV-Ray 3.  The following is a list of
rendering time.

CLOCK.POV     1000 X 1000 took 1 min.  18 sec.  Clock image map
HF.POV        2500 X 2500 took 20 min. 43 sec.  Hight field
JSKTIME.POV    800 X  600 took 31 min. 46 sec.  Main image


                                    jwdisom
                                    -------
EMAIL: z3a12@ttacs3.ttu.edu
NAME: Jeremy C. Witt
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0
TOOLS USED: Scratch Paper and a Calculator
RENDER TIME: 
HARDWARE USED: Pentium 120/16Meg
IMAGE DESCRIPTION: This is an interesting clock out of the back of my mind.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

        This image was completely modelled by hand. I rendered the image on
Povray 3.0 Beta 7 
for windows, but the image is Povray 2.2 compatible.



                                    kjsclock
                                    --------
EMAIL:  kjs@vt.edu

NAME:  Ken J. Shiring

TOPIC:  Time

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED: Pov-Ray v3.0 beta

TOOLS USED: Moray v2.02.wat
            Graver for Windows
            Paint Shop Pro v3.11

RENDER TIME:  1 hour, 55 min, 13 sec

HARDWARE USED:  Pentium 66mhz
                Pentium 166mhz

IMAGE DESCRIPTION:  Ornamental clock on a mantelpiece


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

  With a lot of work :).  All modeling was done in Moray v2.02, with the image
maps
created with Paint Shop Pro v3.11 and Graver for Windows.  All textures are
modified
versions of the ones that come in the standard Pov-Ray libraries.  This clock
design is
an (almost) exact copy of a clock I have at home.  The clock face has been
replaced for
visual reasons.
  This is the first real scene I have ever rendered and seen by anyone but me,
so go easy
on the criticism :-).  Without a doubt the hardest element to produce was the
clock hands.
Every detail on them is meticulously recreated to match the original.  The hands
took over
 one half of the total design time of the clock.  The handle was created in
AutoCAD v12, 
and exported as a mesh and integrated into the scene.  There are a few things
about this 
scene that didn't turn out quite right in my opinion, but over all I am very
satisfied 
with the outcome.
  Thanks to Moray's excellent design paradigms, the number of objects in this
scene was
kept to a comfortable minimum.  I think Both machines I developed this scene on
had 16 
megs of RAM, so I have no idea whether it will render on anything less (but
probably 
will).  If this scene does at all decently in the voting, I will probably
register
Moray :).

K.J.S.


                                    kmdeath
                                    -------
EMAIL: mein@cs.umn.edu
NAME: Kent Mein
Topic: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Persistence of Vision(tm) Ray Tracer Ver 3.0.beta.7.Linux.gcc
TOOLS USED: MNM, winBlobs
RENDER TIME:  0 hours 36 minutes  37.0 seconds (2197 seconds)
HARDWARE USED: Pentium 75 with 16meg memory
IMAGE DESCRIPTION: Death holding an hourglass running out of time.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:


The scythe: The blade is a CSG, basically I took a sphere and chopped it up.
While the handle is just a cylinder with a wood texture.

The hourglass: The hourglass itself is made up of 3 rotational objects
which I made in mnm.  the three parts are in the files base.inc, glass.inc
and pole.inc.  The sand inside of the hourglass was done using the new
halo effect.  there is a solid textured object with a halo object around
it and slightly larger.

Death:
The eyes of death are done with the halo effect also.
The hood was done with winblobs and then some CSG to carve out a place
for death's head.  (also to change the texture of the inside so it does
not reflect light).
Deaths hand was a blob done by hand using cylinders.

Background:
I toyed with a number of ideas for the background.  What I really
wanted to do was keep the hourglass and the blade of the scythe bright
and fade everything else.  I also wanted to have stars in the background
towards the top of the image, however when I put this in for some reason
the eyes disappeared.  If I had more time, I would have added more swirling
fog/mist.


                                     kmtime
                                     ------
EMAIL: klynn@minn.net, moses@acm.org
NAME: Kevin Lynn, Matthew Moses
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT
RENDERER USED: Povray 3.0 Beta
TOOLS USED: Aladdin, Sculpt 3D, Lightwave 3D, WC2POV, Custom file format
translators
RENDER TIME: 28 minutes 51 seconds
HARDWARE USED: Rendering: Pentium 90, Modeling: Pentium 90, Amiga 2000
IMAGE DESCRIPTION:

One way to salvage a losing position is wait until your opponent loses
interest -- or dies!

Rotlewi-Rubinstein, Lodz 1907

In contrast to his great rival, Lasker, Akiba Rubinstein was a player of
calmness and simplicity; at his best, his victories seem as inevitable as
the tide.  Here he demonstrates the value of time. In symmetrical position,
White's first loss of tempo permits Black equality; the second invites a
brilliant, devastating -- and logical -- attack.       

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

Modeling was done with Aladdin, Scuplt, and Lightwave.  The models were then
converted to POV triangles with various translators.  The windows Povray 3 
Beta was used to bring the objects together, design the view, add coloring and 
textures, and do the final rendering.


                                    lifetime
                                    --------


Email: tmcdonou@bucksnet.bciu.k12.pa.us
Name: Thomas McDonough
Topic: Time
Copyright: I submit to the standard raytracing competition copyright.
Renderer Used: KPT Bryce 1.0 for the backdrop and Specular Infini-D 2.6 for the
final image.
Tools: Ktp Bryce,Infini-D, scanner, Adobe photoshop for file conversion.
Render Time: 3.2 hours combined for backdrop and final image.
Hardware: Macintosh 660 AV accelerated to 66mHz.
Image Description: A hour glass that contains a portion of a DNA molecule flies
over a sea that contains images of increasingly complex organisms. The
landforms in the background show the changes in the earth's geology over the
same time periods.
Description of how this image was created:  This image was put together in two
parts. First the backdrop was created with KTP Bryce 1.0 an older Mac program
that is great for making landforms but rather difficult to make other things.
The finished image was saved and used as a background for Infini-D the final
modeler and raytracer. The Hour glass was made from four different lathe
objects. The inner part of the glass was mapped with an image of a DNA molecule
I created on a chemistry program several years ago. The ocean was created with
Infini-D with two wave forms and a frequency of 1 wave per second (when used in
an animation). The images of the primitive organism, cell, fish, iguana and
person were scanned then mapped to transparent planes to render shadows and
reflections. I'm working with a three year old machine which is very slow but I
think the image turned out quite well. I thought it might be good for this area
to get some Mac representation.  


                                      link
                                      ----
EMAIL: robomark@ihug.co.nz
NAME: Mark Gilliver
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0beta
TOOLS USED: GUM 0.92, Breeze Designer 2.01
RENDER TIME: 3 hours 18 minutes
HARDWARE USED: 486DX2-66

IMAGE DESCRIPTION:

I call this device 'Time's missing link'.

It is a standard hourglass with an extra tube (on the right) and a motor
to recycle the sand to the top sphere.  The motor is powered by a battery
which is recharged by the small solar dish on top.  The electricity is also
used to run the laser in the neck of the hourglass which measures the sand
passing through and this run the digital clock at the base.

It's my idea of what might happen if gears had not been invented.

Where the idea came from I don't know, I think it was a slow day at work.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

As my version of GUM is unregistered I am limited to 50 objects in a file.
To overcome this I created the model in sections.

I started with the support structure to determine the overall size and
position of everything.

The other sections were done by using a piece of the structure as a 
reference point.

The textures were done using the POV-Ray sample textures, importing them
into Breeze Designer (which has a good texture facility) and then tweaking
them to my preference.

Finally I created a file with the lights, camera and base plane in it.
I then imported all of the sections and rendered it.   The GUM restriction 
only means you can't save more than 50 object in a scene.

WHAT I KNOW CAN BE DONE TO IMPROVE THE PICTURE
(but didn't have the time to work out...)

The laser beam is only a cylinder, a cylindical light would be better as it
would 'glow' on the surrounding objects.

The lights would look better with Area spot-lights but the rendering time
would make it prohibitive on my machine.

The textures currently make the object look like it belongs in a mystical
stand at a fair ground.   A good varnished wood texture and maybe a clear
glass with a coloured vein running through it would raise it market value.


                                    losttime
                                    --------
EMAIL: firestar@eskimo.com
NAME: Ryan Wellman
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: WinPov 3.0beta7a
TOOLS USED: Corel Draw v3.0
RENDER TIME: 2 hours 2 minutes
HARDWARE USED: Pentium 133

IMAGE DESCRIPTION:

        This image is actually a hybrid of two ideas that I came up with
shortly after I heard that this competition was being held again.  The
first was a room full of all sorts of clocks scattered around randomly.
The second was to have a series of images of a plant starting from a
seedling growing into adulthood, then aging and dying.  With all the
images positioned in a spiral in front of a large clock face.  Well,
somehow those two ideas ended up resulting in the current picture.  

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

        The textures were all from the standard PovRay texture library
(this is my second real image and I haven't figured out how to make decent
textures yet).  The face of the clock was drawn in Corel Draw, I don't
remember which font I used for it though. 

        The entire scene was designed using only using pen, paper, my
mind, and a few accidents thrown in for good measure. :)  For the placing
of most of the clocks, and for creatting the vaulted pillars next to the
face of the clock I used povray v3's looping features.  The clock itself
consists mainly of boxes and cylinders.  The pattern at the top of the
clock consists of twelve tori.  The chain link consists of a lot of
streached out tori.

        In all it took me about a 4 weeks on and off to design the
grandfather clock and three days to do the final possitioning and
rendering of everything. 



                                    lp30myad
                                    --------

EMAIL: lpurple@netcom.com
NAME: Lance Purple
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray for Windows v3.0 (beta)
TOOLS USED: LView 3.1 (to convert TGA->JPG and add signature)
RENDER TIME: about 2 hours
HARDWARE USED: 486-DX66
IMAGE DESCRIPTION:

Scene from Chapter 11 of H.G. Well's "The Time Machine": the
Time Traveller standing on a beach in the year 30 Million AD.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

Mostly by trial-and-error. The sky and beach textures took about a
week each, the Time Traveller 3 days, and the Time Machine a day.


                                    masters
                                    -------
EMAIL: jsov3279@ss1000.ms.mff.cuni.cz
NAME: Jaroslav Sovicka
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Wayward Brains' Raytracer PV 0.933
TOOLS USED: FD Painter 3, PhotoShop 2.5, CorelXara
RENDER TIME: 7 hours 11 minutes
HARDWARE USED: 486 DX2/80

IMAGE DESCRIPTION:

 When I decided to enter the competition I thought of what the "Time" means
to us. Among plenty of other things it RULES. IT is the MASTER.. Time or at
least it's "followers" watches, clocks.... and we just live in fear,
controlled by them, just like puppets or SLAVES.
So here we are in a landscape full of gigantic Masters.
It's called "Masters and Slaves".

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

I think the most interesting thing about this image, is that It represents
not only the work spent on the image itself but also on the raytracer.
We had to implement many new features just to be able to make it. 
For example the slight fog above the ground was implemented just about 14
days ago. I have to thank my friend and member of the Wayward Brains Team
MMCC for his cooperation in the development of the raytracer
So now about the scene: 
Objects: 
        the clocks were written by hand without any modeller as a CSG
        structures. In fact I made more clocks and watches than I really 
        used :) so they can be found in the sources but not in the final 
        version of the picture. The people are made as height fields out 
        of bitmaps made in Fractal Design Painter  :)
Textures:
        the sky texture is pretty old. It is a photograph of a sunset, but
        I had to modify it to look like continuous texture all around 360
        degrees. I made it by hand ( about half of the image is made by me)
        using Photoshop 2.5. As I wrote it is old and I didn't make it
        exclusively  it for this image. 
        Ground texture is made in Fractal Design Painter 3 and the bump
        texture is originally a marble color texture ( you wouldn't guess so
        would you ?)
        The shape of hands and faces of the clocks were made in Corel Xara
        and FD Painter.


                                    mchsund
                                    -------
EMAIL: mhunter@dief.demon.co.uk
NAME: Matthew Hunter
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0.beta.7.msdos.wat-cwa
TOOLS USED:
RENDER TIME: 6 hours 53 minutes 37 seconds
HARDWARE USED: P100 / 8Mb
IMAGE DESCRIPTION:
A sundial in the foreground, in the garden of a large house, representing
both the passage of time, and how little time changes some things.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The full povray source code is included in the accompanying zip file.

All the objects in the scene are fairly basic CSG constructions,
the sundial itself for example consists of a few boxes, a cylinder
which is copied and rotated around the centre to build the fluted
pillar effect. An indent is cut into the top and the sundial face
is added.

A frequently recurring object is the rounded box, which is a flat
box, the length of the two sides can be specified, as can the height.
A slightly smaller box is then created, surrounded by a cylinder along
each edge, and a sphere on each corner. I originally created it for
the top of the sundial, but I later found many more uses for it - on
the steps and stone railing around the terrace, and in making the
back door frame of the house.

The lawn comprises two boxes, the grass, and the earth below which lets
the grass hang over the edge.

The house could almost certainly be simplified for use in the final image,
several sections are not visible, and since the windows are reflective it
was not necessary to cut out the insides, or put in the floors, but who
knows I might get round to modelling the inside eventually.

If you try and re-render the image be aware that the clock value will
set which camera is used, so I could easily look at the scene from
different angles without having to move the camera each time. Take a look
at the time.pov file where the cameras are defined, each has a rough
description of what it is looking at. Cameras 1-15 will work at 'standard'
resolutions eg 640x480 cameras 16 & 17 are widescreen (16 was used to render
the final image) and set at 2.35:1 so adjust the image size accordingly.

Matthew



                                    mcsndial
                                    --------
EMAIL: markchny@ionet.net
NAME:  Mark A. Chaney
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION
COPYRIGHT.
RENDERER USED: Povray 2.2
TOOLS USED: Moray 2.0
RENDER TIME: 2HRS 44MINS
HARDWARE USED: PENTIUM 75MHZ 16M RAM
IMAGE DESCRIPTION:
I could not imagine a more timeless icon to represent time
than a sundial. As you can see the sundial virtually fills
the entire image. In many ways I find that I allow my 
obsession with time to fill my own personal perspective.
I have to take a step back, recognize the beauty that surrounds
me, and take the "Time" to appreciate it.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I used Moray 2.0 (it's registered) as a frontend modeler for Povray 2.2.
The image was created using TRANS SWEEPS, PLANES, and CSG GROUPS. The
textures were created or directly obtained from Moray 2.0. 


                                    metronom
                                    --------
EMAIL: karl@tgis.co.uk
NAME: Karl Manning
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray V2.2
TOOLS USED:
RENDER TIME: 3 and a half hours
HARDWARE USED: Compaq Elite 4/75
IMAGE DESCRIPTION:
After brainstorming on time, I chose the idea of "keeping in time."
The metronome helps to maintain a strict time. The sheets of music
are to emphasise the point of a metronome. The conductors in the
background fading into the distance (an idea from my girlfriend)
are to show the passing of time.
                           
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
This was built using the basic primatives from POVRAY2. All parts
of the image are generated from POVRAY2.

The main shape used in the picture is a truncated pyramid (a new shape
defined using planes). This has been used everywhere, after being
suitably scaled.

The conductors 'tails' were originally cones, after changing these to
truncated pyramids, the compilation time doubled !

I really wanted to create an outlined, ghostly image for the conductors
but was unable to generate something I liked.

The sheets of music were built up from a single note, which became a bar,
which became a line, which became a sheet. Lots of unions used to define it !

 


                                    mhftime
                                    -------
EMAIL: mfraser@kw.igs.net
NAME: Morgan Hamish Fraser
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray 3.0 Beta 7, Windows beta 13
TOOLS USED: Microsoft Excel, LPARSER, Corel Photopaint, FRGEN
RENDER TIME: 7 hours 41 minutes
HARDWARE USED: 486 DX-50 - 8Mb Ram
IMAGE DESCRIPTION:
    A time machine currently sitting beside a rather new medieval castle.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
    This is one of my early attempts at creating something using a raytracer. 
After some thought, I came up with the idea of doing a time machine - I've
always been facinated with the possibility and paradoxes associated with the
subject.  The machine itself is actually modeled after a concrete toboggan
which myself and some friends built for a competition in Winnipeg earlier this
year - There are of course a few differences.
        The entire machine itself was done using a piece of paper with a
blueprint sketch on it, and a text editor.  The LED console on the front was
drawn using Corel Photopaint. To add a little more realism to the machine, I
made all the metallic surfaces slightly dented. The glowing auras around the
metal bulbs at the top of the machine represent some kind of temporal
distortion field used for the time travelling.  They were created using the new
Halos of POVRay 3.0. 
        One the actual machine was done, I contentrated on the scenery.
        The tree which you see were created by simplifying one of the sample
trees which came with LPARSER. The leaves are simulated using a green halo.
        The mountains in the background are a simple height field with a texture
gradient which gradually changes the texture from grass at the bottom to naked
rock near their peaks.
        The other rocks scattered around are just a sphere which had been run
through FRGEN and then scaled and rotated for variety.
        The castle is just a collection of blocks which I stuck together. The
moat around it is a height field stuck into the ground.
        The flag on the tower took a little more work. To get a realistic shape,
I used Excel to calculate the equation of an appropriate looking curve, and
then used the mathematical functions of povray to draw it using triangle. 
Unfortunately, the flag is too far away to make out any of the detail that I
put in.



                                      mig
                                      ---
EMAIL: michael@nonmet.mat.ethz.ch
NAME: Michael Gauckler
TOPIC: TIME
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3 beta 7
TOOLS USED: - 
RENDER TIME: 20h+60h
HARDWARE USED: Pentium 75Mhz 24MB RAM
IMAGE DESCRIPTION: 

The images shows a clock standing on a shelf.
The the picture on the clock is a raytracing itself: A isle
in the middle of the ocean.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

First I did the scene of the isle. The isle is a height_field, 
and the water surrounding it is a bump_map based on the outline of the
mountain.
This image was rendered first, and the mapped on the clock using a image_map.
The shelf on wich the clock stands is a superellipsoid with a wood texture.
In the background there is the same water and the same sky than I used in
the image of the isle.
Watch out expecially for the atmospheric effect besides the clock.

 - Michael Gauckler michael@nonmet.mat.ethz.ch -


                                     montre
                                     ------
EMAIL: cgallego@nordnet.fr
NAME: Claudio 'Naxos' Gallego
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Vivid (Alias v5.0)
TOOLS USED: Alias v5.0
RENDER TIME: about 1hour
HARDWARE USED: Sgi 4D35
IMAGE DESCRIPTION:
This image was modelled with a precision of 1/20 mm with a 'bullet measuring
tool'
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I modelled the watch flat onto the floor, and add a IK skeleton on it to be able
to bend
it looks realistic...Only two mappings (numbers & embossed name).
Ok, i know it looks easy with Alias on Sgi, but i want to send pictures every
topic starting
from now...And i've made that watch 3 years ago, so i send it...OK ?
I'm starting learning POV, so i hope the next picture i'll send will be Pov
file...

May Da Force B Wiz U !)

PS: I can't send you the wire file since i don't have it at home...


                                     mosaic
                                     ------
EMAIL: prems@star.noblestar.net        
NAME: Prem Subrahmanyam        
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Lightwave 3d
TOOLS USED: LParser3
RENDER TIME: 2 hrs. 12 min.
HARDWARE USED: Pentium 90, 32MB
IMAGE DESCRIPTION:
Startling news from the excavations at Pompeii.  Archaeologists have
recently discovered an anomalous mosaic gracing the wall of a freshly
excavated atrium.  Scientists are stumped as to how to explain this
anomaly.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Image maps (mosaic, cracks, tile, etc.) were created in Fractal Design Painter
and mapped onto various objects.  The broken column and chips in the arches 
were done via booleans.  Plants were generated in LParser and then heavily
cleaned up in Lightwave's modeler.



                                     mrbird
                                     ------
EMAIL: MRSM@cbs.nl
NAME: Michel van Rossum
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV 3.0
TOOLS USED: A Ruler.
RENDER TIME:
HARDWARE USED: Pentium-60 12 MEG

IMAGE DESCRIPTION:

  Friday-morning 5:20, It's late. It isn't the first time you drank too
much. A habbit like that isn't very good for you. I know it's hard, 
losing the one you love the most, and of course your illnes doesn't help
much also. But, by the way you're behaving now you'll loose more than 
just your daughter. You'll loose your friends, your health and eventually
your life. But now it's time.

Time for a change.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
  I once saw the movie 'Bird' which is about the live of Charlie Parker.
There was a scene which was so beautiful I had to use it as an
inspiration. 

I started of with the glass. First I wanted to use a diagonal crossed
carving. So I looked into several textures but couldn't find anything
suitable. So I chose to use the quilted texture. I think it works out
nicely.

Next I made the ashtray (on the irtc-list there was some dicsusion
about giving ashtrays and mugs with the IRTC-logo on it, so there's
my inspiration). It's just some torri with some cylinders and a lot of
CSG. Thanks to Matt (right?) for the image...

The third object I was going to implement was a bottle. Ahh, POV supports
SOR's. Happy me. But, I couldn't get a desent bottle modelled, so I
dropped it for a while. Not so happy me...

The spill is made up of a couple of blobs...

Well, the topic is time so I wanted to include some time-piece. Since a
cuckoo-clock would look strange I decided to include a watch. I hardly
ever use one so finding one to model was almost a more difficult task
than modelling it :)
Luckily I was given a russian watch as a present a long time ago, buried
in the deepest and darkest place of my room. Of course it didn't have
a leather band, so I had to use my imagination for that also.
The watch is just a lot of cylinders CSG'ed together. And yes, I was
able to use the while-feature of POV 3.0. It's used for the knob (a detail
you probably won't see). The texture used for the band is cracks (?).

Finaly, I really wanted a bottle and I found one in the old competition
archives. Gena Obukhov (sp?) made some really nice scenes (and a bottle)..
So why bother creating a new one if I can steal one?



                                    mrhrglas
                                    --------
EMAIL: roth@ens.ascom.ch
NAME:  martin roth
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPY-
RIGHT.
RENDERER USED: PovRay 3.0beta 6 (watcom)
TOOLS USED: None except Norton Commander Texteditor
RENDERER TIME: 16 min.
HARDWARE USED: PC (Pentium 133)
IMAGE DESCRIPTION: I'm trying to give a feel of time 'running' by
                   showing an almost empty hourglass and an almost
                   burnt-down candle.
                   Technical aspect: I'm trying to show how powerful
                   the lathe-primitive is.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
                   I started building a column of the hourglass to
                   get the feel for the lathe. As I used *only* a
                   texteditor, it was quite hard to find the coordinates
                   for a descent looking glass.
                   The sand is made of a lathe, too, using almost the same
                   coords like the glass, only a bit smaler. Used the
                   "crand graininess" to make it look like sand. Observed
                   that crand is behaveing funny for different light settings.
                   Added the candle for more "action". The halo for the flame
                   is taken from "emitting.pov" that comes with povray 3.0
                   All other textures (DMFDarkOak, grnt, and glass) are
                   the standart textures supplied by povray 2.2
                   The flame actually contains 3 lightsources to make the
                   picture more "living".


                                     nexus
                                     -----
EMAIL: jonestb@eng.auburn.edu
NAME: Ben Jones
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POVRay 3.0 Beta 6 for Linux
TOOLS USED: none
RENDER TIME:   0 hours  8 minutes  48.0 seconds (528 seconds)
HARDWARE USED: Dx2/66 32megs RAM running Linux
IMAGE DESCRIPTION:
   The Nexus from Star Trek: Generations approaching a planet.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
   I started out with the goal of using the new halo feature of POVRay combined
 with the new loop feature to make a whole bunch of halos that fit along a 
 slightly modified sine curve.  Well, the idea WORKED, but it looked awful and 
 absolutely nothing like the Nexus.  So I tried to make one big object out of
 a union of cylinders made with the same loop and then attach a halo to the 
 union, but that turned out even worse.  Finally, I discovered the simplest
 thing possible: Take a plane, apply a marble pigment with a pinkish color map
 and cut out one of the stripes with a clip.  PERFECT! (Well, at least for me.)
 Then, I wanted to make a decent looking planet so I would have something else
 in the scene, but the standard bozo pigmented planet just didn't look real 
 enough to me anymore.  I was sifting through the online docs when I happened
 upon the new texture_map feature and decided that it was the perfect idea 
 (since I could use the actual water texture for the watery parts), and so I
 made up a little land texture (which somehow turned out to have nice 
 coastlines) and used the water texture  which turned out to have appearances
 of different depths (nice work guys) .  Finally, there was the star that I
 decided to stick in there (still trying to use a halo somewhere), and started
 with just a halo, but I never could get anything decent out of it.  I ended
 up using a spotted pigment with an orange/yellow color map and then, yes, I
 put a halo around it.



                                    notardis
                                    --------
EMAIL: no13@ozemail.com.au
NAME:  Nathan O'Brien
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray Version 3 Beta 7
TOOLS USED: Modelled in Autocad using home made LSP editor. Image maps made
            with Paint Shop Pro.
RENDER TIME: 47 hours 11 minutes
HARDWARE USED: 486-66 with 16Mb ram & 80Mb free hard drive space.
IMAGE DESCRIPTION:
The greatest TIME machine of all TIME, the TARDIS. Property of Doctor Who.
The Tardis has just landed inside some ancient building on a long forgotten
planet.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Just as with the original BBC series this image started life
with a grand scheme in mind. Just like the BBC series it ran out of both
TIME and money. The original model had fluted corinthian columns and a lot of
background detail. When I first tried to render the final image my poor old
486 groaned for 20 hours before dropping its load and running out of memory.
Next I tried a Pentium 133, with lots of ram and memory, at work.
It crawled for 50 hours of parsing before I had to shut it down. The whole
weekend had been lost and I would not get another chance to run the image
on the Pentium until after the closing date. In desperation I cut out a
large amount of detail and ran the image on the 486.

In terms of the image composition I utilised two main themes. The first was
based on the story lines of the first season of Doctor Who. This gave me the
basic setting of a decaying building in a neo classic, romantic style. The
second influence was the science fiction art of Jim Burns. Given the strong
blue of the Tardis I was after an equally dynamic colour scheme. Jim Burns
has used similar colour schemes in many of his works.



                                     notime
                                     ------
EMAIL: no13@ozemail.com.au
NAME:  Nathan O'Brien
TOPIC: TIME
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3 Beta 7
TOOLS USED: None
RENDER TIME: 7 hours
HARDWARE USED: 486-66 with 16Mb ram & 80Mb free hard disk space

IMAGE DESCRIPTION:
All right, IT IS A PLAY ON WORDS! The word TIME using the TIMES.TTF font.
It's also an excuse to try out a system I dreamed up for creating
controllable lens flare and optical effects from within the POVRAY scene
description file. No post processing required. Pretty rough for a first
attempt but it might work with some extra effort.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Just type the stuff into the text editor, render and adjust accordingly.


                                    nrdtime
                                    -------
EMAIL: delfeld@uwplatt.edu
NAME: Neal Delfeld
TOPIC: time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.7b
TOOLS USED: Fontlab 2.5, rods.exe(included)
RENDER TIME: A whole shitload.  Maybe 12 hours.
HARDWARE USED: Pentium 90, 16mb ram
IMAGE DESCRIPTION: 

Choas and time.  This is rather representational.  A well ordered sphere
floating 
inside a different universe, where threads of time are well-ordered, but by 
much different conventions.  I selected this pattern of rods out of others
because 
of the imposition of the chaos into the sphere.  This seems like what happened 
in the last 100 years or so to time theory.

I like the spiral into the clock hands, which continues the spiral.  I also like
the 
effect of the rods bent and half-reflected in the glass.  

Overall, however, I don't find the randomness to be aesthetically pleasing. 
It's 
difficult to find beauty in chaos (true chaos, not mathematical) because I
believe we
have a tendency to attempt to find order of some sort in it.  Even Pollock got
tired 
of paint-on-canvas painting, and started to add personally-directed lines to his
later 
works.  This need for knowing order has its effects on an image as well.  That
doesn't
limit a work to a specific method, even though there seems to be universal rules
that 
work (rule of thirds, cutting off the corners, etc.), but it does mean that an
order 
should be established in some way and followed through.  Of course, I don't
think a 
completely symetrical work is anything better than chaos, or that something
mathemati-
cally sound offers any hope or joy... just look at all the crap produced by
Povray, 
which relies on mathematical purity.
        As far as it goes, I don't think this image is the best one that can
exist, 
even if it wins the competition.  It is substantially lacking somewhere, and I 
haven't figured out where that is yet.  It seems the background is too sudden,
or too 
2-d.  Maybe it's that all parts of it are perfect (rods, spheres, cones, even 
the six), maybe it's that there is no real significant explanation of what time
might 
be or can be, maybe it's that there aren't enough rods to create the choas I
wanted.
I suspect an image-mapped background of an infinity of rods might be more of
what's 
needed, but I don't have the time to do another picture.  

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

Random rods made with a program I wrote, which is included in the .zip file. 
The 
actual rod file I ended up using is rods.pov.
Glass sphere with insides removed.
Self-made "6" (actaully "a" in test.ttf) made with a friends copy of Fontlab
2.5.
Three cones, showing an actual time.  See the time_2.pov file.
I compiled it in Povray as a .tga file, then transferred it into .jpg using
Graphic 
Workshop, the shareware version. 
Also included is the .ini file used.


                                    nrdtime2
                                    --------
EMAIL: delfeld@uwplatt.edu
NAME: Neal Delfeld
TOPIC: time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.7b
TOOLS USED: Fontlab 2.5, rods.exe(included)
RENDER TIME: About 13 hours
HARDWARE USED: Pentium 90, 16mb ram
IMAGE DESCRIPTION: 

This is the second in a series.  This bit is from the first:

        Choas and time.  This is rather representational.  A well ordered sphere

        floating inside a different universe, where threads of time are
well-ordered, 
        but by much different conventions.  

This picture has a more bird's nest quality to it.  I like the way the right
side 
tends toward nothingness, and how this bubble of time is encased in the tangled
rods.
I think it would have been slightly more effective if the time had been 3:22:32
or 
3:22:31, but that's for another time.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

In this one, the field of view is extend from the normal to 135 degrees.  I used
a 
fisheye 'lens' so that the image is elliptical, and limited the image to
600x600, so 
it would be circular.  This was all inspired by thoughts on the first image, 
submitted as nrdtime.jpg.  I also changed the rods.pov file, and touched up
rods.exe.  

Random rods made with a program I wrote, which is included in the .zip file. 
The 
actual rod file I ended up using is rods.pov.
Glass sphere with insides removed.
Self-made "6" (actaully "a" in test.ttf) made with a friends copy of Fontlab
2.5.
Three cones, showing an actual time.  See the time_2.pov file.
I compiled it in Povray as a .tga file, then transferred it into .jpg using
Graphic 
Workshop, the shareware version. 
Also included is the .ini file used.


                                    ocgtpcs
                                    -------
EMAIL: ogannam@spin.com.mx
NAME: Omar Correa
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Caligari TrueSpace 2
TOOLS USED: Corel Draw 5
RENDER TIME: 1 hour 45 minutes
HARDWARE USED: AMD 486DX2 80Mhz

IMAGE DESCRIPTION:

Just diferent kinds of clocks, I wanted to include also a water clock and maybe
some type of digital watch, but I started working on july 29. Guess I should
have 
started sooner. This is my first entry in the competition.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The hour glass was modeled as an outline in Corel Draw and then with lathe in
TrueSpace. The wooden parts are just some deformed cylinders and a torus 
intersected with a cylinder. The sand was also modeled as a spline in Corel.
I played with the glass texture parameters util it looked the way I wanted. 
The wood is a slightly modified version of the default procedural wood. 

The sundial is half a cylinder with a marble texture map. The roman numerals
were subtracted using booleans. The pointer is an outline exported from Corel
and then extruded.

The alarm clock body is once again an outline exported from Corel and then
lathed,
the hands are also outlines. The bells are halved spheres with a smaler sphere
subtracted form the inside, the glass is another halved sphere it uses the same

glass texture as the hour glass minus the bump map. The rest are booleans.


                                     onsale
                                     ------
EMAIL: bob.sewell@nashvilletn.ncr.com
NAME: Bob Sewell
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Polyray version 1.8
TOOLS USED: Polyray, PovCad, Adobe Paintshop LE, MS Paint 95, QEdit, TTFX
RENDER TIME: 59 minutes, 49 seconds
HARDWARE USED: AMD Am5x86-133 Processor, 256KB Write-Back Cache, 32MB 60ns RAM
IMAGE DESCRIPTION:

  My Seiko watch on marble display stand with price tag.  (I changed the name
to Sicko for fun, as well as to avoid any potential hassles from copyright 
infringments.)

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

  This image was created almost completely by hand and from scratch using the 
built-in shapes of Polyray and its CSG functions.  The only exceptions are
the crystal dome over the watch's face-plate and the gold rim or bezel around
the face-plate, which were created as sweep objects using PovCad 4.0.  The 
words "Sicko" (used on the watch and the price tag) and "Quartz," "SAT 8" and
"$189" were glyphs created from various TrueType fonts using the TTFX utility
which came with Polyray.  After rendering the image to a Targa file using 
Polyray 1.8, the title and copyright were added using Microsoft Paint for 
Windows 95, then converted to JPEG format using Adobe Paintshop.  The Polyray 
source file ONSALE.PI was created and modified using QEdit 3.00B.  Some colors
and textures in the .INC files have been added either by me or by other
users of Polyray, but I've lost track of which, if any, new or modified colors
or textures were actually used in this image.


                                    ourglas1
                                    --------
EMAIL: marc@clipper.net
NAME: Marc Hernandez
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray MSDOS 3.0beta
TOOLS USED: moray 2.0
RENDER TIME: approx 4 hours
HARDWARE USED: 486dx2.66

IMAGE DESCRIPTION:

  I first started thinking along the lines of Dali and his Persistance of
Time.  Then I started thinking of various timepieces like sundials, hour
glasses, watches, and clocks.  I havent seen too many hour glasses and
so decided to render one of those.  I felt as though this would
show off povray really well with refraction and reflection.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

  Most of the work was done with Moray.  The glass is a solid sweep.  With
a tweaked glass texture.  The sky is just a 2 layer texture.  The first
is a bozo texture with white at the center and transparent at the edges.
Then a simple solid blue texture under that.  This texture is
mapped on a plane.
  As an aside,  I had OS/2 on my machine (which I love... but sadly do
development at work for win95) and so installed that OS on my machine.
I had thought I had removed all my rendering stuff (the .pov files anyway
I can get povray again) but appearently not.




                                    ourglass
                                    --------
EMAIL: jerryl@n-jcenter.com
NAME:  Jerry Lyles
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: CrystalGraphics 3-D Designer 2.0 (DOS)
TOOLS USED: Video capture and Photo paint 5+
RENDER TIME: About five minutes total
HARDWARE USED: Hyundai with 486DX4 100 Mhz 8Meg, VLB video
IMAGE DESCRIPTION: 640x480 24bit Jpeg. The title Ourglass, represents not
the sands of time, but our Earth (and other earths,) slipping through the
glass of time.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
  First, a star image was selected as the background and
  a sphere representing Earth modeled against it. This sphere was texture
  mapped with a 3-D cloud procedural and placed at the center of a larger
  sphere which was mapped with a Glow procedural for the atmospheric glow
  around the Earth. This scene was modeled in two minutes 38 seconds and
  saved as a TGA image file.
  Next, a large circle was extruded and duplicated to create the top and
  bottom of the hourglass. A lathed polygon was used for the posts and
  a freehand polygon was lathed for the glass and set for transparancy. The
  wood texture was tiled from a small video capture of a wooden door.
  The first TGA image was used as the background for the hourglass and even
  though it took a couple of hours to figure out, the total rendering time
  was only about five minutes. The star image is from the CrystalGarphics
  CD-Rom that is available to users of 3-D Designer.
  PhotoPaint 5+ was used only to tweak the brightness and contrast as per the
  rules.



                                    outftime
                                    --------
EMAIL: u9313187@muss.cis.mcmaster.ca
NAME: Bryan Huo
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Caligari trueSpace2
TOOLS USED: Paintbrush, 3D Studio, LViewPro, Windows 95
RENDER TIME: 40 minutes
HARDWARE USED: Pentium 120MHz 32MB
IMAGE DESCRIPTION:

Entitled "Out of Time" depicts a nightly street scene.  With only 2 seconds
before detonation and unable to disarm the bomb, the bomb-squad decides
nothing can be done, and evacuates the area.  In their frenzy, they leave
behind their wirecutters and flashlight.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

This image was created on the computers where I'm working for the summer.  I
rendered an image on my 486DX-33 with 8MB of ram, and took 19 hours.  The 
same image on the computers at work took only 7 minutes!

The truSpace2 scene was ray-traced with 2x antialiasing. All lights were set
to cast ray-traced shadows.  No fog was used.  Background colour was r:0, b:0,
g:0... i.e. black.

The "Police Line Do Not Cross" bitmap was made in Paintbrush, as was the LED
display, using a LED truetype font.  The wires protruding from the plastic 
explosive was modelled in 3D Studio's lofter and shaper, using the twist 
option.  That was the only way I could figure out how to connect wires from 
one area to the other, eventually into a bundle.  The flashlight was modelled
in trueSpace2, and the wirecutters were modelled in 3D Studio 4.  The rest
were modelled in trueSpace2.  My name was added in with LViewPro/32, using
Arial-11pt font.

Stucco.Jpg  : Included with 3D Studio.  Used for the bump map on the curb
Led.Jpg     : Created with Paintbrush.  The 00:00:02 display on the bomb
PlateOx2.Jpg: Included with 3D Studio.  Used for the semi-rusted light post
Police.Jpg  : Created in Paintbrush, converted by LViewPro
Pliers2.3ds : 3D Studio 4 file of the pliers - made with the Loft tool & Shaper
Wires2.3ds  : 3D Studio 4 file of the wires coming from the bomb

Sorry, I'm do not want to include the actual trueSpace2 scene file -- I don't
want it to be public domain.



                                    pendule
                                    -------
EMAIL: bonte@hio.hen.nl
NAME: Frederik Bonte
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POVray 3.0 b7
TOOLS USED: -
RENDER TIME: 
HARDWARE USED: ERC 486 DX2-66
IMAGE DESCRIPTION: 
A pendule situated between three mirrors, lit by
several light_sources. One of them is located close
to the floor in front of the clock to give the
yellow glow over it's face. To complete the "spooky"
effect I added a blueish ground fog.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I started off with creating the clock, it's entire code
is stored in the PENDULE.INC file. All textures used are
either standard POV textures or they're added in the .INC
file. (To use it you need to include COLORS and TEXTURES
first!)


                                     phour2
                                     ------
EMAIL:grichard@plains.nodak.edu

NAME:Greg Richards

TOPIC:Time

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED:POV-Ray 2.0

TOOLS USED:Pov-Cad (4.0, I think)

RENDER TIME:
~20 minutes

HARDWARE USED:IBM PS/1 (4mb RAM, 486SX)

IMAGE DESCRIPTION:
Hour glass above a shifting field of energy and a vortex


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This was my first intricate image
that I had tried rendering...I had more ideas for it, but I figured I should
stay simple
for my first competition (and with about 5 months experience with my renderer)
overall, my weakness still lies in the use of the camera





                                     portal
                                     ------
EMAIL:dnix@ulysses.ucns.uga.edu
NAME:David Nix
TOPIC:time (timemachine)
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:Alias PowerTracer v.7.0.1
TOOLS USED:Alias Studio/AutoStudio/PowerAnimator
RENDER TIME:35min,36sec.
HARDWARE USED:SGI 4 processor Onyx w/RE2 display (200mhz each,256 megs ram)
IMAGE DESCRIPTION:Image is an Abekas format 720 x 486 video frame from an on 
going animation project. The basic idea was to show a machine, device,
whatever,
that opened a gateway into another place,time or dimension.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: This image required a lot of trial
and error, even using a sophisticated package such as Alias.There are animated
and layered shaders numbering in the dozens on most surfaces. There are
particle
system elements (the static on the sphere of plasma) that required a lot of     
  
tweeking and test rendering. There are over 40 light sources in this scene.

Because I rendered this using a propriatary package, I have not included
a .zip file with source objects and shaders, but I'll be happy to answer any
questions that I get. 

Hope you enjoy it, and feel free to stop by my web pages for additional
info and images. The URL is: http://www.visart.uga.edu/Alias/DaveN/daven.html

email: dnix@ulysses.ucns.uga.edu



                                    povclock
                                    --------
EMAIL: mbecroft@tos.ak.planet.gen.nz
NAME: Mario Becroft
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITIONS COPYRIGHT.
RENDERER USED: POV-Ray  2.2
TOOLS USED: None
RENDER TIME: ~1.1 hours
HARDWARE USED: Atari TT030 (MC68030, FPU68882, 32MHz) 8MB RAM
IMAGE DESCRIPTION:
Just a gold coloured plastic rimmed clock on some pencil patterned wallpaper.
Meant to be quite colourful.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I did not really use any special techneques - I am in fact a beginner to
raytracing. But the rules said that the competition is not about winning, and
you need not be an expert, so here we are! I just started off with a white
background to the clock, added the frame, then the spots and finally the hands.
I then made some changes to make the hands look nicer (they were in a bad
position to start with) and changed the textures a little bit.

The pencil wallpaper picture comes from the Windoware CD ROM which I believe
is published by Walnut Creek.


                                    precisn
                                    -------
EMAIL: sgowers@us.oracle.com
NAME: Steve Gowers
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray 3.0 beta for Windows
TOOLS USED: Fractal Design Dabbler 2
RENDER TIME: 4hours 44min
HARDWARE USED: Pentium P-90

IMAGE DESCRIPTION:
'Precision'
This is a view of the gears of a pocket watch loosely based on a picture I 
found of a Gruen watch made in 1924. I've had to take some liberties translating
what 
I could see into a 3D image, so if you're a watchmaker I apologise for whatever
mistakes there are. 
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Everything was created manually as it was more satisfying than using a modeller.
The 
shapes of the plates and case of the watch are all curved in several dimensions

by using cut-outs from spheres and torii to produce smoother highlights.
Repeating objects such as the teeth on the gears and the knurled knob are done
with 
looping 'while' directives.
Wooden textures are from the Povray Include files with some modifications. The
inlay 
on the box is original as is the texture used for the coloured pencils which is
done 
simply with a single stretched onion colour-map. The drawing is done using
Dabbler's 
tools. What took the most time was getting the viewpoint and textures and lights
to 
look right. 


                                     reaper
                                     ------
EMAIL: Thibault@Maine.maine.edu
NAME: David Thibault
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povwin 3.0 Beta
TOOLS USED: Moray 2.0, Paint Shop Pro for title and signature
RENDER TIME: Around 1 hr 800x600x256 AA 0.3
HARDWARE USED: DX-4 100
IMAGE DESCRIPTION: A horse drawn hearse has pulled up beside
                   a freshly dug grave. Perched next to the 
                   tombstone is the Grim Reaper's Scythe.
 
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
 
 All objects are original. All textures are original with the
exception of the angel used as a bump map on the placque on the
side of the hearse and a green and brown image map used for the height
field at the end of the grave.


                                    relics1
                                    -------
EMAIL: kevin@tapestry.tucson.az.us
NAME: Kevin Wampler
TOPIC: time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: povray 2.0
TOOLS USED: Mid Night Modeller 2.0, hf-lab, xv 
RENDER TIME: 1 hour 23 min.
HARDWARE USED: IBM 486 66 DX2, HP-4C scanner
IMAGE DESCRIPTION: This is an image of an archaeological dig outside of some
futuristic city unearthing an American flag. 

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
To create this image I first scanned a picture of the American flag out pf some
book (I forget which one).  Then I faded it slightly using xv bu turning down
the saturation.  I then created a gif heighth field useing hf-lab's gforge
function.  Ithen image mapped the flag onto this height field.  I also created
another height field which I used as the land that the flag is lying on.  To
make the flag to appear to not be levatating I turned on the "no shadow" option
for it.  I created the trowells bu using mnm's "skinning" function.  I also
made a brush but it is barely visible in the raytraced image.  For the cars and
city I designed a speckly exture useing thr "bozo" colormap.  For the sky I
used the granite color map.  I made the rest of the image using spheres, cones,
toruses, and planes.  The final adding of a light gray fog and the image was
ready to be raytraced.


                                    robwatch
                                    --------
EMAIL: robert_creager@stortek.com
NAME: Robert Creager
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Winpov 3.
TOOLS USED: cjpeg
RENDER TIME: 2:13
HARDWARE USED: Pent-100 16M
IMAGE DESCRIPTION:

Inner grears and springs of a watch with hour, minute and second hand
capabilities.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

Well, an old clock was taken apart for a model, and I didn't model it.
But it provided some good inspiration...  I came up with some equations for
a given gear radius and tooth count and had my trusty HP-48SX solve for gear
tooth sizes.  Then it was just a matter of getting the correct gear ratios
so that we have a second-hand gear, minute-hand gear and hour-hand gear.
This model is capable of animation, which will happen when the model is
completly finished.  I ran out of time and didn't finish the escapement
wheel and thingy that makes it tick.  Also needed of course is the support
structure, as it was designed to actually fit into one...  This is my second
entry into the competition (and my second scene in povray), the first being
the Dec 94 games competition with rscgame (you have to read the text file to
understand my meger attempts at symbolism).


                                      sand
                                      ----
EMAIL: rexm@xmission.com
NAME: Rex McDonald
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: PovRay 3.0 Beta (Win95)
TOOLS USED: Moray, GForge, Windows Paintbrush, Graphics Workshop
RENDER TIME: 25 Hours
HARDWARE USED: Intel 486-66, P90

IMAGE DESCRIPTION:
------------------
    Could you do this one without showing a clock?  I started out with a
stopwatch, and decided to use the stopwatch as a motif for a "thought
provoking" image about time and creation.
    Stopwatches symbolize the passage of time, while in the foreground the
remains of an ancient civilization lie in front of a star system that's
experiencing it's own rebirth.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
------------------------------------------
    I modelled the ringed planet, Roman Ruins, Sundial, and Stop-watches
originally in Moray 3.0, as well as set up initial texture mapping.
    I then modified the stopwatch model with True-Type font references
including Times New Roman and Lucida Handwriting (For the Watch Logo)
    The image is antialiased due to the problems of getting realistic
starfields using tiny, scaled bozo patterns.  Image Maps seemed to produce
unrealistic results.
    I used Gforge and two height fields to get the sand dune / crater effects
for the foremost planet floor.
    Atmospheric effects were added in tandem with fade_distance and fade_power
to get the hazy lighting effects (point lights only).
    Finally, two emitting halos (the nebula and gas rings) were added.
They use a high jittering constant to reduce banding and give the illusion
that the gasses are madeup of many particles.


                                    sandglas
                                    --------
EMAIL: warp@iki.fi
NAME: Mika Nieminen
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: povray 3.0beta
TOOLS USED:
RENDER TIME: 5 hours 7 minutes
HARDWARE USED: 486DX2 66MHz
IMAGE DESCRIPTION:
  A sandglass, a mirror, a calendar and two dice. Maybe a meditation about 
time, self-examination and luck.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
  This was my first povray3 scene. I used a surface of revolution (the 
sandglass), a superellipsoid (the dice), text (the calendar) and fading 
light. All was done by hand, with a text editor. I haven't found a 
modeller I like yet, so I'm still doing all by hand. It's not so hard 
anyway... :)

 


                                     sands
                                     -----
EMAIL: gdw1@cornell.edu
NAME:  Gregory Wilson
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POVRay 3.0 beta
TOOLS USED:    Photoshop 2.51
RENDER TIME:   12hr
HARDWARE USED: Zeos International 486DX266
IMAGE DESCRIPTION:
 Contemplating how time is measured, came up with the hourglass.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
 I wanted to figure out some of the new features in POV3 so I used
 a surface of revolution to make the hourglass shape.  Some toruses
 were added to the cylinders for the base and top.  Three more sors
 were used for the support handles.  All the textures are from
 standard include files except the sand which was a personal one.
 The sand was created using using a smaller sor, a cone, and a bunch
 of cylinders to fake it falling.  The atmosphere effect is a tweaked
 version of Atmosphere_4 from one of the demo pov files.

 The file was rendered at 1024x768 in around 12 hours and then cropped
 to its current size with the text at the bottom added using Photoshop.


                                     shrine
                                     ------


EMAIL: rfo@fmsc.com.au
NAME: Robbie Fowler
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0beta
TOOLS USED: My brain, Texture Magic and a little bit of Terrain Maker
RENDER TIME: TBA
HARDWARE USED: Pentium-120

IMAGE DESCRIPTION:

'The shrine to time'

The centre piece of my image is a fully operational sun dial. If you
move the light source across the sky the sun dial will tell you the time.
(Unfortunately a 250K MPEG is larger than allowed).


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The steps and pedestal in the shrine are unions created with the new
procedual additions to povray 3. I spent a lot of time messing around with
their size and scale. Parameters drive the creation of the steps so
I can easily take them out of the scene and use them again.
The marble is mapped onto each step individually, including the little curve at
the end,
so it does not look silly by joining as the stairs run down.
 
The step marble is one of the standard textures in Texture Magic, the only
program
I use for most of my pictures. Texture Magic does nothing I can't do by hand,
but it makes
messing around very interactive, well worth the small amount of money it costs.


I added the urns with fire to show off the water. As the scene contains a
sun dial, I could not add more then one light source and it needs to be in the
correct place for the dial to work. The light generated by the emitting halos 
(new to povray3) did the trick.

The sun dial itself is another seperate module. All hand made with CSG and
parameters so other can use it easily. I had to use some maths to lay out
the letters (true type fonts, new in povray 3) 
on the inside properly. Thanks to povray having sine and cosine functions
this was not too much trouble. I union up the whole thing in the file and placed
it
in the scene.

The grass from the mountain came from the textures on the povray cdrom.

Other notes:
I use the idef's a lot to place simple textures and colors in my scene during
development.
This makes working with fancy textures quite interactive.

Initially I had the shrine set in a plane and was planning to add a garden
around the
outside. Unfortunately time has run out for me, so I am setting the shrine in a

height field created with Terrain Maker.
I only just got a copy as I finished this off so I don't think I am using it to
its best.




                                    sndtime
                                    -------
EMAIL: micro@earthlink.net
NAME: Michael Bernstein
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0 beta 7
TOOLS USED: none
RENDER TIME: 25 hours 
HARDWARE USED: NexGen PF-100, 8 Mb RAM
IMAGE DESCRIPTION:

This is an image of  a planet where the " sands of time " have run out -
literally!

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The Hourglass was created by rotating a wall segment built of cylinder and torus
sections ( that were scaled to flatten the wall thickness ) around the Y axis. 
since the top and bottom are identical, I just mirrored the segment vertically.
the rotation was done using a while loop. 

The arches were made by combining two torii with 1 x 3 oval cross sections. The
support is a torus. the hole in the middle ( where the hourglass is) was
subtracted using a sphere slightly larger than the hourglass.  The texture was
modified from the Grnt20 texture in Dennis Oliveir's POVLAB.inc file. I
stretched it in the x and z directions and added some turbulence and normal
perturbation.

The sky and clouds were modified from the Sky_Tex texture by Holger Bettog found
in the Textur.inc file by Ralf Huels. I left the two gradient layers on the
sky_sphere, but moved the cloud layer to an infinite plane overhead and
rescaled it.

The sand inside the bottom of the hourglass is a simple cone.

The sand texture and hieghtmap used for the ground and sand inside the hourglass
were taken from a source file I found on the internet but I no longer recall
where.


                                    spacetim
                                    --------
EMAIL:  baldwin@arlut.utexas.edu
NAME:  G. Jason Glover
****note:  I am in the process of moving and do not have an e-mail address right
now.  
        The address above is a friend who is keeping an eye on things untill I
get on-line.
TOPIC:  Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:  Povwin3.0 latest beta
TOOLS USED:  Paint Shop Pro 3.0, CorelDraw 4.0, Fractint
RENDER TIME:  10.5 hrs
HARDWARE USED:  486 DX2-66 with 8 meg ram
IMAGE DESCRIPTION:  According to Physists, space and time are so closely linked
that they are
both referred to as "spacetime".  This image tries to show that relationship.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

        
        This scene was a lot of trouble.  The most difficult part was rendering
the earth.  
I took a very dark blue 8000 mile diameter sphere with bumps and some specular
highlight and 
wrapped a bitmap of the earth's land around it.  I got the land from some
corelDraw clip-art.
I also used a texture form coreldraw.  Then I covered it with 8002 mile diameter
light blue
transparent sphere with diffuse 1 to give some hazyness to the land and water. 
I then 
covered this with a transparent cloud texture borrowed from the clouds.inc file.
 This 
allows the clouds to cast shadows on the earth's surface.  The whole thing was
then covered by
a linear light blue dust halo to simulate an atmosphere.  
        The stars are just an image map created by using the starfield function
from fractint.
I gave them a luminous texture so they are self illuminating and not affected by
shadows.
I used paint shop pro to fine tune the starfild.  The stars that showed through
the earth's halo
were distorted and gave a very ugly result.  Therefore I tried to drop a black
halo behind
the earth to diminish the stars that showed through the earth's halo.  however,
Povray can not
calculate two overlapping halos.  So I rendered the black halo on a white
background which gave
me a black disk which fadded to white.  When used as an image map with filter
all 1 added,
you get a black disk which fades to clear.  I dropped this image map (block.gif)
behind
the earth to block out the stars that showed through the atmosphere.
        I started to render the scene and realized that povary can not calculate
the earth's
halo when looking through the hourglass.  So I had to make two separate
renderings.  The earth.pov
file is the rendering to create a tga file with the earth and stars.  This is
then used as
a background image map in spcetim.pov.  The earth.tga is given a luminous
texture that prevents
shadows from being cast on it.  It also keeps the stars lit up.  Each is a true
renduring, but 
treating them sepeartely allows the atmosphere to show through the glass in the
hourglass.
        Also to note, the earth, sun, and distance are all to scale which give
accurate shadows.
I used the units as miles.  The stone textures are from the old stones.inc file
and as usual, I
created all of the objects using CSG.  I was very pleased with the effect of the
radiosity and 
used a background {Gray25} statement to simulate the ambient light comming in
from stars and 
planets.  It is just enough ambient light to give good shadows.  I did no use
anti-aliasing on 
earth.pov rendering because I used it on spcetim.pov.  Using it twice diminished
my stars.
The image map used for the clock face was created using coreldraw and paint
shop.  The sundial
is simply a black and white height fild created in coreldraw and paint shop. 
When the image 
was finially completed, I used Paint Shop Pro to convert to a <250k JPEG.  If
nothing else,
this image qualifies for the time category because it took so darn long to get
right!

Jason


                                     sstone
                                     ------
EMAIL: jax@prelude.pcd.net
NAME: Ben Chambers
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0beta7
TOOLS USED: Paint Shop Pro
RENDER TIME: Approx 1 hour
HARDWARE USED: 486DX33
IMAGE DESCRIPTION:
A sword set in a stone with waves & fog.  I like the Arthurian legends,
and the sword in the stone appeals to me.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The sword is two cylinders, 3 spheres and 4 triangles.  The cylinders are
gradients from red .1 to red 1, with the horizontal cylinder (the hilt) being
a gradient x and the vertical cylinder (handle) being a gradient y.
The spheres are a dark blue with high filter (.7) and specular added.
The triangles are bright grey, with ambient, reflection & specular .5
The globe I set the sword in is simply black with high reflection and
specular.
The plane is simply blue 1 with the wave normal added.
The clouds were made by using the O_Cloud1 object from the skies.inc,
with the modification of decreasing the translation of the second layer
in order to reduce the blurred effect.
The fog was a constant fog (I experimented with a turbulent fog, but found
that it produced no difference (perhaps a bug in povwin beta?)).
The text ("The Magic is Waiting...") is the TTF Times New Roman with a low
red and high specular values.


                                    stclock
                                    -------
EMAIL: svalstad@sn.no
NAME: Stig M. Valstad
TOPIC: Time
TITLE: Two Minutes to Midnight
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Polyray v 1.8
TOOLS USED: 
        Editors: Q v 3.0 for DOS and Joe v 2.2 for Linux
        Heightfield manipulation: HF-lab
RENDER TIME: Main image: 9m4s, top closeup: 3m5s, bottom closeup:  5m18s
HARDWARE USED: Cyrix 6x86 100 Mhz, 32 MB RAM
IMAGE DESCRIPTION:

A sinister clock. The pendulum is an executioner's axe, the weights are
guillotins, the adornment at the top of the clock is a hangmans noose, etc.
This picture is rather dark, and is best viewed at night.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

I started with the pendulum, wich was a little tricky with all its curves.
The pendulum is of course inspired by Poe's The Pit and the Pendulum. It's
still basic CSG though, like everything in the scene except for the walls,
the leaves of the plant, and the blade of the scythe. I generally finalize
each sub-part of the scene in its own scene file before i put it into the
main scene file. That way I can make frequent test renderings without the
process taking too long time.

The stones in the walls is a 256x256 heightfield made with HF-lab.
The commands used to make the heightfield are:
   gf 256
   norm 0.7 1
   zedge 0.7 0.5

The leaves of the plant is a simple height-function, and the blade of the
scythe is made of two bezier patches. The scythe turned out to be easier to
make than I thought before I started to make it.

Just when I had finished my exams and was ready to really start working on
my entry for the competition, the CPU-fan caught fire. Irritating when
things like that happens, isn't it? I could still work on small things, but
any heavy CPU-use for more than a few minutes, and the CPU overheats. Oh,
well, it was a good excuse to upgrade the CPU


                                     subway
                                     ------
EMAIL: mark@revcan.ca
NAME: Mark Mintz
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION
COPYRIGHT.
RENDERER USED: POVRay 2.2
TOOLS USED: Corel 5.0, Corel PhotoPaint, DOS Edit
RENDER TIME: 5 Hours, 31 Minutes, 43 Seconds
HARDWARE USED: Silicon Graphics Indy (R5000 processor)
IMAGE DESCRIPTION:
"Cross Time Train"
This is a scene from a short story I wrote about a commuter who 
travelled through time, rather than through space, to get to work.  
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I started off with the basic "subway car" shape and then started 
poking holes in it for windows and stuff.  I put the station around 
it with the platform and added the rails.  The woman and the punker 
I did out in their own individual files first and then moved them 
over to be include files with whatever scaling and rotating was 
necessary.  The bitmaps for the logo on the subway car ("TTC - 
Temporal Transit Commission"), the "line signs" and the newspaper 
logo were all done in Corel Draw and then exported as TGA files.  
I had to modify some of the colors so they'd render properly and 
that was done in PhotoPaint.
Most of the development work was done on my 486 2/50 at home and 
at lunch on my P75 at work, but the final render was shipped over 
to one of the SGIs we use at work. (You gotta love those blue boxes!)  
I figure that the P75 would have taken about three times longer 
to render.



                                    sundial
                                    -------
EMAIL: mbecroft@tos.ak.planet.gen.nz
NAME: Mario Becroft
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITIONS COPYRIGHT.
RENDERER USED: POV-Ray 2.2
TOOLS USED: Kandinsky v2, Cyber Sculpt
RENDER TIME: ~7 hours with Anti Aliasing
HARDWARE USED: Atari TT030 (MC68030, FPU68882, 32MHz) 8MB RAM
IMAGE DESCRIPTION:
A sundial on a pillar on a wavy plane with mountains in the background.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I started off by making a simple pillar and putting a circular groove in the
top and a plate with the edges just in the groove.
I then designed the gnomon (the stick on the sundial) using Cyber Sculpt and
converted it to POV. It is just made of a few triangles. I also designed
the mountains in Cyber Sculpt, these are even simpler than the the gnomon.
I spent a little while finding the best position for the mountains.
I then designed the clock face along with the raised circle in the centre
in Kandinsky and fuzzed it slightly to give slightly rounded edges.
I then converted this to Targa format and used it as a POV height field
on top of the disc I put in earlier. I did not include this height field
file in the archive since it is 3MB in size.
I then made some adjustments and added textures to everything. I am
particularly
pleased with the mountain texture, it is all made from inbuilt POV textures.

Kandinsky is Shareware vector graphic drawing software.

Cyber Sculpt is a very old 3D object designer, available now for about $US15.


                                     sunset
                                     ------
EMAIL: kazemir@mpr.ca
NAME: Steven Kazemir
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: povray, Ver 3.0.beta.5a.msdos.wat
TOOLS USED: lparser, fractint
RENDERTIME:1 Hour 42 Minutes (+a0)
HARDWARE USED: 90MHz Pentium
IMAGE DESCRIPTION:
  I know the topic is time.  Sunsets always remind me of the passage of
  time:  the end of a day, the begining of a night etc.  It might be a
  stratch of the topic, but the topic was left open to interpretation
  on purpose because this is the first competition.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
  I must give credit to the POVRAY team for my inspiration and beginings
  for this image.  I sure many people will recognize the sky and the water
  from the sunset3 showoff example file that comes with povray.

  I started by modifying the SUN's Halo.  I wanted to get a more faded gradual
  taper on the orange colour around the sun.

  Then I added a few "1st" stars that are sometimes visible during a sunset.

  The next step was to add a tree and land of some sort to give the image
  some depth.

  The tree was created with RenderStar Technologies L-System Parser.  There
  is a link to this site on povray's home page.  Once I was happy with the
  overall shape of the tree, I converted it to a povray .inc file and added
  texture, colour etc.

  The piece of land went through many variations.  I started with a PLASMA
  fractal generated by fractint.  I cut out, stratched, scaled and otherwise
  tweaked the image until I got the shape you see in the image.  (I uses
  Paint Shop Pro to add random noise to the image, this helped with the
  roughness of the land).  Add a gradient, some turbulance and a texture,
  and there you have it.

  I got the idea for the beacon from a calander I have on my office wall.  I
  used the calander image to create the beacon.

  I didn't know what to add next, I though the sailboat idea was too cliche
  and I wanted something else.  Eventually I came up with idea of placing a
  porch railing and a warf to create the idea of a cabin by the water side.

  I have spent ~3 months working on this image (only about 15-30 minutes at
  a time, and not every day).  I did a lot of tweaking of colours and textures,
  and I finally settled with what you see.  I like it, I hope you do to.

  


                                    swlclock
                                    --------
EMAIL:kwh@dgs.dgsys.com 
NAME: Stephen Lavedas
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION
COPYRIGHT.
RENDERER USED: PolyRay 1.7
TOOLS USED: PovCad 4.0 & Lview (TGA->JPG)
RENDER TIME: 31 min 9 seconds
HARDWARE USED: Pentium-120

IMAGE DESCRIPTION:
     I've been thinking of doing a watch face as a good exercise
rendering, since I'm new at raytracing.  So, I added a chain and
messed about a bit with textures and such, and out came the watch.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

All the textures were taken from PovCad 4.0 and the Polyray
libraries.  The watch is gold (everything metal that is, chain,
hands,etc...)  The watch face is a matte_white disc, and there is
a glass lens (ellipsoid) above the face.  The watch face is simply
a collection of boxes.  The tick marks were all rotated around the
center and imbedded slightly in the disc.  The chain is tori which
have been crunched in the X direction and placed at arbitrary
angles.  The base the clock is on is Stone10, taken from the
Polyray Stones.inc library.  There are a couple of point lights,
one white one light gold.                                                       
                                                                               
                                                                               
                                                                               
                                                                               
             


                                     tclock
                                     ------
EMAIL:101724.2132@COMPUSERVE.COM
NAME:Thomas Texier        
TOPIC:A beautiful gold clock !
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:Autodesk 3D Studio realese 4
TOOLS USED:
RENDER TIME:10 minutes
HARDWARE USED:Pentium 133
IMAGE DESCRIPTION:A beautiful gold clock rendered on 3D Studio 4. It's 
under its glass globe.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
I modeled all the clock on the 3D Studio modeler. I used the standard 
textures of 3DS : I only created parquet.gif and cardmarb.gif.


                                     tears
                                     -----
EMAIL:preacher@iftech.net
NAME:David Spake
TOPIC:Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:Topas internal
TOOLS USED:Topas v5.1, Photoshop for background and textures
RENDER TIME:1hour 37 mins
HARDWARE USED:dx4/100, 24megs of ram


IMAGE DESCRIPTION:
About two weeks before I found out about the topic of this months contest (or
that the contest 
was even back) this idea came to me.  I had just started to work on it and then
I decided to see 
what was up a POV and there was the contest announcement.  I was really excited
about the
"coincident".



I call it "Tears of Time"

I am not including the source files because they are in excess of 4 megs just
for the model 
and object information.


Thank you for your consideration.



DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The tear portions are spline spheres that I stretched and bent around... this
took me much longer
than I anticipated.  I started by trying to use a generic sphere and the
geometry would get all
screwy every time I started stretching them.  Then i created esentially a sphere
by lathing a
spline polygon, and life got much easier.

The sundial took me a little while to model.  I wanted to get the etched look on
top and not on
the sides of the face. I assigned different reflective properties to the top
circle polygon and 
this produced a much finer looking face.  The part that casts a shadow was just
a simple polygon
that I extruded and cut holes into.

The background I found in a royalty free cd I had around. 


                                     tenten
                                     ------
E-MAIL:         sroberts@learn.senecac.on.ca
NAME:         Sonya Roberts

TOPIC:         Time
COPYRIGHT:        I submit to the standard Raytracing Competition copyright.
RENDERER USED:        POVRay 3.0 (beta 6 & beta 7)
TOOLS USED:        Terrain Maker ver. 1.1, (c) Eric Jorgensen 1994
RENDER TIME:        2 hours, 10 minutes, 7 seconds
HARDWARE USED:        486 running at 33 MHz

IMAGE DESC.:        A melange of different time-keeping devices, including a
sundial,
         hourglass, partial circle of standing stones, and a patio laid out
         as a clock face with the hands pointing at 10 minutes past 10.
         For some reason clock faces in advertisements most commonly have
         their hands in this position.

IMAGE CREATION:        I wrote the .POV script for this image entirely "off the
cuff", working
         mainly from mental images, though on occasion I roughly sketched out
         what I intended to create to better keep track of the needed parts,
         relative sizes of components, etc.

         I've only had POVRay 3.0 for two or three weeks, prior to which I was
         still using an old copy of version 1.something -- this image was my
         first real experiment with the newer version.  I was very pleased
         with the final result.

         The tree was my first experiment with using a somewhat "fractal"
method
         of assembly to create a reasonably realistic end problem - I started
by
         creating a leaf, then a small twig with four leaves attached - one at
the
         tip, and three spiraling down the twig at even intervals.  I then
created
         another twig twice as big, and attached the smaller twig to it in the
         same pattern.  And a small branch, with four copies of the small
branch.
         And a large branch, with four copies of the small branch, and finally
the
         tree itself, with four copies of the large branch.  These can be found
near
         the end of my TEN_TEN.POV file as Leaf, Twig1, Twig2, Twig3, Twig4, and
Tree.
         To create a more "sun kissed" look without the tree becoming overly
bright,
         I applied a gradation to my leaf shape that shaded from a dark green at
the
         base to a bright green at the tip.

         I also created a simple flower to add a more organic feel to the
image.

         The final image was rendered at 640x480 with anti-aliasing.

ABOUT ME:        I am a first-year student at Seneca College in Toronto,
Ontario.  I am
         attending the School of Communication Arts campus, where I am taking a
         2-year course in Computer Graphics - Illustration (i.e., animation and
         multimedia).  This is the first time I've submitted an image for a
         contest.  I will be graduating in the spring of 1997.


                                     tgen1
                                     -----
EMAIL: tlyons@gnn.com
NAME: Terry Lyons
TOPIC: time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPITIION COPYRIGHT.
RENDERER USED: povray 3.7beta
TOOLS USED: none
RENDER TIME: 8hrs 10 min 24 sec
HARDWARE USED: 66mhz 486
IMAGE DESCRIPTION:  A Time Generator in use.
DESCRIPTION OF HOW THIS IMAGE WAS CREATED: this was my first attempt at useing
the new while looping comand in povray3.7beta ... a simple clock repeated and
rotated over and over eack clock is advanced 5 min from the origanal . then
added the cones as a "feild effect".


                                    thepast
                                    -------
EMAIL:runyan@dancooks.com
NAME:Nick Runyan
TOPIC:Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:3d-Studio r4
TOOLS USED:mouse+imagination
RENDER TIME:2:20{140 seconds}
HARDWARE USED:s3 trio64
IMAGE DESCRIPTION:authentic scene from the sixties. It shows a time period
rather than actual objects related to time.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I questioned my parents and used
their descriptions of the sixties along with my mind and this was the output



                                    thrutime
                                    --------
EMAIL:              redman01@concentric.com
NAME:               Tim Redman
TOPIC:                    Time
COPYRIGHT:          I SUBMIT TO THE STANDARD RAYTRACING COMPETITION 
                    COPYRIGHT.
RENDERER USED:      POV-Ray for Win95 3.0b
TOOLS USED:         Just the main ray tracing engine
RENDER TIME:        4 hours, 48 minutes, 54 seconds
HARDWARE USED:      486DX2-66, 8M RAM
IMAGE DESCRIPTION:  "Through Time"
                    This image is a TARDIS, a time machine from the popular 
                    British science-fiction show DR. WHO, spinning through 
                    the space-time continuum, leaving a wake of clocks in 
                    it's path.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

I've been mostly programming for Vivid 2.0 for the past several years, and
have just now switched over to POV-Ray 3.0.  In an effort to force myself 
into learning the mechanics of the ray-tracing engine, I decided that my 
first effort would be completed entirely without the help of any outside 
tools.  This simple first effort is the result of that.

My initial thoughts on creating an image with the "Time" theme were that
an image of a clock, in one form or another, was an easy one, and one that
would be exploited by many of the artists in this competition, so it was
my primary intention to stray from the clock theme as much as possible.
However, somewhere along the line as it always happens, a little voice in
the back of my head said that this was unavoidable.

A bulk of the TARDIS is simply a large block where CSG has been used to 
carve and whittle pieces off of it.  Most components of the drawing have 
been individually created, and then either cut-and-pasted into the main 
source, or #include'd once they were where I wanted them.  The lettering
on the upper portion of the police box utilize the font feature of 3.0,
and it took some doing to get it positioned correctly.  All four sides of
the police box were separately done, since the CSG difference function
isn't terribly cooperative about transforms.  The light at the top of the
box is a halo object contained inside a glass sphere and cylinder union,
enclosed by a cage made of cylinders and clipped torus' (torii?).  The 
police box color is the only custom texture in the entire image, being a
colored implementation of one of the stock wood textures.

The pocket watches are CSG items made from flattened spheres and torus' 
(torii?) using the stock gold color.  The time tunnel is merely a hollow 
cylinder with a halo'd sphere at the far end.  The texture for the tunnel
is the Apocalypse sky pattern from TEXTURES.INC.  With the exception of
one, all textures and colors are stock, coming from the original POV-Ray 
colors.inc and textures.inc files.  The whole scene was programmed 
painstakingly by hand, and rendered in a reasonably short period of time. 

The image isn't at all a complex one.  It has always been my theory with 
ray-tracing that the simpler the image, the more pure it is.  Detail is 
best included subtley, though there aren't many subtle details in this 
image.

I encourage any kind of comments you might have on this image, especially
from the more seasoned artists.  Ray-tracing and modelling is a reasonably
new art form for me, one that I just lately have taken up with a certain
amount of zeal and passion.  Any help from the experienced on this is always
appreciated, and I do answer all of my E-mail on the subject.


                                    timbotl
                                    -------
EMAIL: Thibault@maine.maine.edu
NAME: David Thibault
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0 beta
TOOLS USED: Moray 2.0 and Paint Shop Pro to add title
RENDER TIME: 3 hrs 30 mins
HARDWARE USED: DX-4 100 mhz 8 meg ram
IMAGE DESCRIPTION: A watch hangs suspended in a bottle while the ghost of
Abraha
m gazes
out from a mirror.
 
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
 
        I came up with the idea from Jim Croche's song Time in a Bottle. I
created a wa
tch
and suspended it in a bottle. I then put a colorful Easter egg (Faberge?) on
one
 side of
the bottle, and a picture taken in the early 30's of my father on the other
side
.
I next created a mirror that reflects an image of Abraham Lincoln from a plane
b
ehind
the camera. Once I had the mirror, I decided to add the sconces to finish it
off
.


                                     time2c
                                     ------
EMAIL:         bjoernk@sn.no
NAME:         Bjorn K. Nilssen
TOPIC:         Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:         trueSpace 2
TOOLS USED:         only trueSpace 2
RENDER TIME:         ca. 15min
HARDWARE USED:         Pentium 90 / Win95
Title:         As time flies by..

IMAGE DESCRIPTION:
The image was made to illustrate an abstract, litterally...

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The scene was modelled and rendered entirely in trueSpace, except for the 
bitmaps used for materials. The transparent materials (clouds/fog) were
made in trueSpace itself. The mountains were mapped with a stone
texture.





                                    time3a4
                                    -------
EMAIL:         bjoernk@sn.no
NAME:         Bjorn K. Nilssen
TOPIC:         Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:         trueSpace 2
TOOLS USED:         only trueSpace 2
RENDER TIME:         ca. 15min
HARDWARE USED:         Pentium 90 / Win95
Title:         Time is Money

IMAGE DESCRIPTION:
This image was also made to illustrate an abstract, litterally...

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
The scene was modelled and rendered entirely in trueSpace, except for the 
bitmaps used for materials.





                                    timegen3
                                    --------
EMAIL: tlyons@gnn.com
NAME: Terry Lyons
TOPIC: time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPITIION COPYRIGHT.
RENDERER USED: povray 3.7beta
TOOLS USED: none
RENDER TIME: 128hrs 10 min 24 sec
HARDWARE USED: 66mhz 486
IMAGE DESCRIPTION:  A Time Generator in use,showing the glowing "feild efects".
DESCRIPTION OF HOW THIS IMAGE WAS CREATED: this was my first attempt at useing
the new while looping comand in povray3.7beta and using the new halo effects
... a simple clock repeated and rotated over and over eack clock is advanced 5
min from the origanal . then added stars and pot an emiting halo in a sphere
with a non hollow torus to create the  "feild effect".


                                    timeismo
                                    --------
EMAIL: bpm@bull.mimuw.edu.pl
NAME: Borys Majewski
TOPIC: time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV Ray
TOOLS USED:
RENDER TIME: 2:30 H
HARDWARE USED: 486DX4 100
IMAGE DESCRIPTION: Time is money

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:



                                    timekeep
                                    --------
EMAIL:kevin@tapestry.tuc.az.us
NAME:Kevin Wampler
TOPIC:Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:povray 2 
TOOLS USED:Mid Night Modeller, hf-lab, xfig
RENDER TIME:2 hours (approx.)
HARDWARE USED:IBM 486 66 DX2
IMAGE DESCRIPTION:This is just an image of several ways of keeping time
combined

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 
I started this image by creating a revolution for the hourglass.  I capped it
with wood cylinders and a white disk.  I then created a gif image of the roman
numerals I through XII as they would appear on a clock.  I used this image on
both the clock and the sundial.  I used three more revolutions for the
fireclock.  Useing mnm's spring object I placed an ironish spring behind the
fireclock.  I used a polypipe for the tube on the waterclock.  The rest of the
image was created using primitives.  Finally I placed a sky plane above the
scene (for reflections).



                                    timeless
                                    --------
EMAIL: bjmjcgl@wantree.com.au
NAME: Bryan Garnett-Law
TOPIC: TIME
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: winpov 3.0beta
TOOLS USED: PHOTOSHOP for Windows 95 v3.12, Moray v2.0
RENDER TIME: 1 hour 46 minutes 31 seconds
HARDWARE USED: 486DX/2-66

IMAGE DESCRIPTION:

'Timescn' implements a bedroom scene that may have been typical of one
seen during the 1940's - 1950's.  A glass dome clock is placed onto the 
mirrored draws and varies from the typical metallic domed clocks in that
all textures are made of wood. 


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

'Timescn' was extensively created using MORAY v2.0 for MS-DOS.  Extensive
use of CSG was made to add curves to the bed ends and mirrored draws.  

The wallpaper was created by using a layered texture, the first being a dull
green with the second being golden stripes created with a non-turbulant marble
texture with the first color being 100% transparent.  

To add a bit more reality to the image the texture for the lampshades was 
given a high transparency to simulate how a typical lampshade would look with 
the light on.  Some hand editing within POVRAY 3.0beta's editor was used to 
create the QUILT texture.    


                                    timeresp
                                    --------
EMAIL: mgon1@engds.eng.monash.edu.au
NAME: Martin GONDA
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: povray v2.2
TOOLS USED: text editor and graph paper, deluxe paint (gif map)
RENDER TIME: 1 hour 40 minutes
HARDWARE USED: 486dx-33

IMAGE DESCRIPTION:
"Time Response" - image of a digital Cathode Ray Oscilloscope (CRO)
being used to diagnose an opened wrist watch, with the CRO screen
showing a time response of some (?) circuit inside the watch.
(...well I happen to study Electrical Eng ;)

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
All objects were created using only simple primitives: boxes, cylinder,
cones, spheres, planes and toruses.
Since I haven't seriously used any modellers before, and most shareware
ones lack one feature or another, I used only a graph paper and a text
editor; It is a fairly simple scene after all. The CRO cable took a bit
longer though - it's made up of 4 torus sections.
Textures used were those supplied with Povray 2.2 or slightly modified 
versions. The gif map for the CRO screen was created with Deluxe Paint.




                                    timesend
                                    --------
EMAIL: shermo@sb.grci.com
NAME: Nathan Ostrowsky
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
TITLE: "The End of Time"
RENDERER USED: winpov 3.0b
TOOLS USED: terrain maker, moray, improcess, lparser, wcvt2pov
RENDER TIME: 13 hours 4 minutes 48 seconds
HARDWARE USED: computer(486-66MHz)
IMAGE DESCRIPTION: A relic of a now dead empire stands towering over a lake
and nearby hills. The hourglass has been shattered, and the time-sand has
run out like dun blood. How was it shattered? Perhaps by some accident, a
storm wind, a fight between great beasts? Or perhaps it was done by an enemy
of the empire, although it must have been a last desparate move, for they
surely doomed themselves, as well, by their action. However it was, there is
no longer any time for human empires. It has all run out. The time now belongs
to the Trees. Maybe their empire will be a better one.

    Oooh! That was more literary than I thought it would be!
I figured everyone would be doing things like clocks and watches so I figured
I'd be different and do an hourglass. I wanted the setting to be interesting,
too; the old table in a room just wouldn't do. I've been thinking about doing
some surrealism with ray-tracing. The medium could make more of an impact
because of its photorealism than paint could. So I came up with the huge
hourglass.

HOW IT WAS CREATED: The terrain was designed with Terrain Maker. The trees are
from tree04.ls, an l-system file that comes with L.J. Lapre's Lparser, with
one alteration: I doubled the size of the leaves so the trees would look so
transparent. The cow is from a model I got from the Avalon server of 
          ******* (c) Copyright 1995 Viewpoint Datalabs Intl. *******
I ran it through wcvt2pov to make it into a pov-ray .inc file.
    The hourglass is, of course the most complicated object. The ends are CSGs
of cylinders and tori. The glass itself is an intersection of two surfaces of
revolution, the inner one inverse. If I had just done a single SOR, it would
have been a solid piece of glass and wouldn't have refracted right. The hole
is complex all by itself. I drew the b/w gif with improcess using the
following method:  Pick the center point and draw lines of random length and
direction radiating from it to make the star pattern of impact. Next draw
random connecting lines at random angles between the star lines and flood fill
the resulting triangles. This simulates the shards of glass the offending
object takes with it as it goes through.   I used this for a height field and
ran into another problem: the inside of a height field is defined as its
underside, so when I CSG subtracted it from the Glass it put a square hole
through the opposite side. I solved this by making the hole a finite object by
intersecting it with a plane.  Finally, the sand. The inside sand was an
intersection of a cylinder and an ellipsoid. The pile outside and the bit on
the rim I modeled with Mony the Modeler (Moray).  Well, that's about it.



                                    timestar
                                    --------
EMAIL: shogun@compsoc.cs.latrobe.edu.au
NAME: Alexander Cohen
TOPIC: Time 
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV 2.2
TOOLS USED: Just a DOS's text editor
RENDER TIME: Overnite ... probably about 10 hours
HARDWARE USED: 486DX2/80vlb

IMAGE TITLE: Time And The Stars

IMAGE DESCRIPTION: In the far reaches of time and space a doomed hourglass
begins its infinite plunge into a black hole, against a background of
cosmic strings from the begining of time and the faint glow of contempory 
starlight.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Theres nothing really special about the objects in this, its all basic
spheres/boxes/planes except for the hourglass's glass and sand. The glass
is a pair of parabolic quartics clipped at the base of the hourglass, using
one of the glass textures 'from the box'. The sand is the most complex object 
in the scene, its a box clipped by a height_field (plasma field gif) and the
parabolic quartics, with the cap made of the same height field that clipped 
it. The texture on the sand is simply cork scaled down to 0.1 or so. The
super-string texture I 'discovered' by accident, I was experimenting with
a nebula to go in front of the stars and decided it looked looked to stringy 
and brilliant for a nebula but kept it, feeling the super-strings fitted in 
with the theme of time perfectly. The stars are not an image mapped gif, but
a highly turbulent texture with very little white and a lot of black.

Currently i'm in the middle of exams, There is a lot more I would have liked 
to do with this scene such as spatial distortion around the black hole and 
everything needs better textures..   


                                    timestrm
                                    --------
EMAIL: zelonka@globalserve.on.ca
NAME: Ben Zelonka
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: PovRay 2.2
TOOLS USED: Texture Magic v.94, Stomps Spark generator
RENDER TIME: 3 hours 53 minutes 27 seconds
HARDWARE USED: Pentium 133 Mhz, 16 Mb RAM
IMAGE DESCRIPTION:
        One day while I was killing time (well, someone had to say it!) I
decided to try my hand at this contest (it's my first).  This is what I came up
with: The Tardis (That's "Doctor Who" folks) traveling through the space-time
vortex, with an attempt at surrealism from the floating clocks.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
        The Tardis (my first major CSG, was mostly finished when I found this
contest) is a couple weeks worth of trial and error rendering.  The vortex is a
hollowed out colour mapped cylinder, and the Earth is an image mapped sphere
(bigwld.gif- a map of the Earth, I don't remember where I downloaded it from). 
The clocks are a few simple CSG's using the Chars.inc file included with
PovRay.  The lightning was created by "Stomps Spark Generator", and scaled to
fit the scene.  The only real trick was finding and removing all of the shadows
that were hitting the sky.  A lot of test rendering and some trial and error
work with the no_shadow command and I think I got them all.


                                    timesup
                                    -------
EMAIL: bill@atria.com
NAME: Bill Marrs
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray V3.0 beta 7 (SunOS.gcc compile)
TOOLS USED: Povray for Windows, PoVSB modeler, Texture Magic, Lviewpro, xv
RENDER TIME: 11 minutes  35.0 seconds (695 seconds)
HARDWARE USED: 143 MHz Ultra Sparc
IMAGE DESCRIPTION:

                              Time's Up

This image, what it means, and what is going on in it is certainly up for
discussion.  My personal interpretation is that it shows a prisoner waiting in
his cell, he has been sentenced to execution which will occur at midnight
(about 4 minutes are left).  The cell guard waits in the doorway for his time
to run out.

Another very common interpretation holds that the person in the corner is a
child and the the person standing at the door is a parent.  The child is in
"time-out", waiting for their punishment to be over.

Yet another interpretation sees the figure in the corner representing mankind,
trapped in the domain of time (the clock shadow).  However this man's time is
running out.  The figure at the door is Death (notice how death is not trapped
in time, but does overlap with it).

Special thanks to Rob Budas who suggested adding the shadow and the doorway
around it.  Also thanks to Peter Klenk, Peter Hack, Paul Komar, and others (all
co-workers of mine) for their input on early versions of the image.


DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

I used PoVSB to model most of the scene, the one exception is the clock.inc
file (the clock projection).  I modeled the clock with boxes instead of
numbers, then edited the clock.inc source to change the boxes into POV3 text
objects.

There isn't much new technology used here (just the text objects for the
clock).  I used area lights to fuzz the shadows a bit, but mostly I was going
for a plain, moody image with minimal color variation (so no funky textures)
and simple objects (the figures in the scene are intentionally doll-like or
basic) thus lending an abstract look to it.

FILES IN THE ZIP FILE:

clock.inc      pov source file containing the clock projection, originally
               generated by PoVSB, it was modified to use text objects
include.inc    general include file of include files
timesup.pov    main pov source files which hold everything but the clock
               projection, generated by PoVSB from timesup.psb
font.ttf       true type font used for the roman-numeral letter on clock.
suptex.inc     textures used by the scene, generated by Texture Magic
timesup.psb    PoVSB (version .99i) scene file
timesup.txt    this file, the text file describing the scene.
timesup.jpg    JPEG image file of the scene, modified by Lview to add signature
               and converted from Targa to JPEG by xv, 73418 bytes.


                                    timetmpl
                                    --------
EMAIL: vansteen@tornado.be
NAME: Roland Vansteenkiste
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT
RENDERER USED: PovRay 3.0 for Windows beta 13
TOOLS USED: None
RENDER TIME: resolution: 800x600 options +a0.2 76 min
HARDWARE USED: Pentium 75Mhz 16M Ram
IMAGE DESCRIPTION: Temple of Time
DESCRIPTION OF HOW THIS IMAGE WAS CREATED:
Looking at the scenefile explains everything


                                    timewarp
                                    --------
EMAIL: 71524.2020@compuserve.com
NAME: Thomas J. Hruska
TOPIC: TIME
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray v3.0 public beta test 7a for Win32s and Win95
TOOLS USED: Quick Pov v0.1, Image View
RENDER TIME: 3 hours
HARDWARE USED: 486DX2/66 8MB
IMAGE DESCRIPTION:

     TimeWarp is a nifty graphic that I spent 10-15 hours making by hand.
This image was made and created on the dates of June 13-14, 1996.  I
personally like the way the camera is positioned on a clock, this effect adds
more realism to the comet, collapsed cube, purple fog, and spiraled tube.
Use this graphic as a Windows background picture or just store it on your
hard drive as long as you don't claim that you made this.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

     Before I began the whole project, I read the 15,000 lines of text the
people who make POV-Ray made...that took 2 1/4 days to complete.  Then I
wrote the code to Quick Pov v0.1, taking only three more days to complete.
Then I began the major project of meeting the requirements of the POV-Ray
contest which I will describe how I went about doing so...
     
     When I began, I used Quick Pov to put my project together in the order
of the objects that I wanted, light sources, mesh, surface of revolution,
etc.  I later changed these things by hand directly from povray's own editer.

     I first tried to make the camera be inside of a surface of revolution
object, but I realized that it took too long to render so I got rid of that,
but this is how I got my 4 point lights in the order they are in.  Next, I
took a large sphere and made it have the texture starfield and positioned it
at the origin.  Then I added another sphere and made it have a wood texture
which looked like a planet.  Next I moved the camera and then decided that
the title 'Time and the Final Frontier' didn't sound like a good idea anymore
so I stuck in a spiraled cylinder and added purple fog around my camera and
then asked some friends if it looked good, they said make the sphere have a
tail and make the cylinder longer.  So, I experimented until I found the
perfect shades for the spheres to make the perfect comet.  Then I pushed
myself to the limit and added a mesh of 24 triangles to make a collapsed
cube.  After that I still had a feeling I was missing something, then I had
the idea of adding the clock.  I took everything out of my POV file except
the cylinder (clock face) and the COUR.TTF numbers I was working with.  I
spent about 1 hour getting the numbers aligned properly.  After that all I
had to do was make the final rendering at Quality=10, the 800x600 pixel image
took 3 long hours to render.  Then I used Compuserve's Image View program
for translating images from one format to another, I edited the JPEG
compression options so that the Quality=75 and Smooth=49, the image was
smoothed out some from the original so that it didn't suffer any degradation
during the convert process.

FINAL NOTES:

     Quick Pov v0.1 is a program that I wrote so that I wouldn't need to
look up the "How-To's" in the POV-Ray help file.  This file is available on
my web site at:
http://ourworld.compuserve.com/homepages/Serpent_Eye_Software

     I am a computer programmer and artist.  A lot of the graphics you see
on my web site are made only with POV-Ray.  These images are easy to make
with Quick Pov v0.1, I encourage you to download the software and edit my
own programming if you wish, just leave the EXE and PCX files alone, those
are owned by Serpent Eye Software and myself, thanks.


                                    timreflc
                                    --------
EMAIL: sbaker@tiac.net
NAME: Stephen Baker
TOPIC: Reflections in Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Winpov 3.0 beta
TOOLS USED: Povcad, Font3d, Frgen and Texture Magic
RENDER TIME: 4 hours 50 minutes
HARDWARE USED: Pentium-133 16meg Mem.

IMAGE DESCRIPTION:
        This is an images of most if not all timing methods used, reflecting
into the latest
and most accurate time mechanism developed so far, the Atomic Clock.  The
sundial
represents using astronomical timing, in this case the sun.  The hourglass
represents
all gravity clocks, including water clocks.  The candle represents energy
timing, in
this case flame.  The grandfather clock represents mechanical clocks. The
Digital clock
represents electrical timing. And last, the atomic clock represents clocks using
atomic
power.  The atomic clock is a direct descendent of all the earlier attempts to
accurately
measure time.  Hence, all other timing systems are reflected into its large
chrome cylinder.

All images used the standard Povray 3.0 supplied textures and pigment except
where noted.
All object were modeled freehand except where I stated a tool was used.

Note:  This image was begun with Povray 2.2 then later with Povray 3.0 beta. 
That is why
some of the modeling techniques were made with Povray 2.2, the sundial numerals,
and others
with Povray 3.0, then grandfather clock face numerals.  I used Povray 3.0 in the
end because
it has the halo object, the candlelight and radiosity.  This image was rendered
with quality
set to 11 and anti-alaising set to zero.


         DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

          The Atomic Clock   

        (see atomic.inc, fpanel.inc, nits8c.inc and dwatch.inc for details)

        The Atomic clock is a stylized representation of the NITS-7 atomic clock
at the
University of Colorado.  The actual clock was far too complicated to model, so
this version
models only some of the essential parts: the chassis, chrome cylinder and the
interconnects.
Since it is a stylized version I added the plaque calling the clock the NITS-8c.
Since it was
not a real atomic clock I dedicated it to the University of Massachusetts since
that is where
I went to college.  I expect UMass will be suprised to find out someone gave
them an atomic
clock.  The plaque, central LED display and the radiation symbol were added by
me, since it was
not obvious that the object is an atomic clock.
        The atomic clock was the most complicated but not the hardest object to
model. It
started off as a square frame made of four thin cylinders with a sphere of equal
diameter at
each corner. A four sided polygon was added to one side so that I ended up with
a square plane
with rounded edges and corners.  Then this plain was copied, translated and
rotated until I had
a box with rounded edges.  Three of these boxes, with the middle one scaled by
0.8 make up the
chassis. The chrome cylinder on top is another CSG object.  It is a simple
cylinder with two 
discs recessed at each end as covers.  The 'electrical' connection is the only
place I used 
a tool.  The elbow connections, five in all were modeled using Povcad.  The 
four 'physical' 
supports are simple CSG cylinders.  The plaque was made with the rounded corner
box
( see dwatch.inc ) and Povray's text feature.  The central display (see
fpanel.inc) used the
seven segment LED objects on a black box covered with the Thin_Glass texture. 
The radiation
symbol is simply a disc with a radial black and yellow pigment.

             The Sundial

        (see sdial.inc, tms73.inc, tms86.inc and tms88.inc for details)

        The sundial was made with simple CSG using discs, cylinders, boxes, a
cone, and a
triangle. The radial projections at every 30 degrees are translated and scaled
boxes.  The
circular extrusions are made from cylinders and discs.  The sundial pointer is a
tilting cone
with a triangle filling in the space between it and the sundial face. For the
numerals on the
sundial I used font3d.exe to create the 3D Roman Numerals I, V, and X.  With
these I created all
the numbers from 1 to 12.  Then incrementally and with many, many renderings, I
translated the
numeral at centered 30 degree angles around the sundial face.  To finish off the
sundial I used
an 'old copper' texture I created using my evaluation copy of Texture Magic.

          The Hourglass

        (see hrglass.inc for details)

        The hourglass I feel is the most inventive object of the scene.  Its
shape came from a
quartic formula, Lemniscate in Povray's shapesq.inc.  I 'borrowed' a glass
texture from
Povray 2.2 glass.inc.  All the glass textures there made the hourglass appear as
a solid chunk.
I modified one until I came up with my 'Thin_Glass' texture.  It turned out that
the IOR was the
culprit.  Thin_Glass has a very small IOR.  The sand in the hourglass is also
made up from the 
Lemniscate equation with a 'Sand' texture.  In this case the Lemniscates  are
clipped by planes.
A shallow cone is placed at the open ends of the clipped Lemniscates to simulate
sand falling
from from the top, leaving a depression and sand falling on the bottom, leaving
a peak.  A thin
cone with 'Falling_Sand' texture connects the two open Lemniscate objects.  The
overall effect is
a very realistic looking sand in the hourglass.  This sand object occupies the
exact same space
as the hourglass object, except that it is scaled along x by 0.95, along y by
1.0 and
along z by 0.95.  We now have an hourglass with falling sand.  The hourglass
case is simple CSG
using toruses, cylinders and discs.  The Sand and Falling_Sand textures were
made with my
evaluation copy of Texture Magic.

          The Digital Clock

        (see dwatch.inc for details)

        The digital clock was rather simple to make.  I first made am LED
segment which was a 6 
sided polygon.  This polygon or LED segment was arranged to create the number
eight.  All
numbers in seven segment LEDs can be made from the number eight.  I used this to
create the
time 10:45 38  with 38 scaled by 0.8.  I made the numbers with a red pigment
using an ambiance
of 1.0.  The clock body was made using CSG by first clipping the corners off a
box, then
replacing the corners with cylinders.  This gives a box with rounded corners. 
This shape, with
slight modifications, was used to create the various frames.  The glass over the
clock face is a
scaled superellipsoid with the Thin_Glass texture.

          The Timing Candle

        (see candle.inc and canmarks.pov for details)

        The candle is a long open-ended cone with a image map, canmarks.tga. 
The tga file for
the image map was made of Povray's 3.0 text objects.  At the top of the candle
is Povray's 3.0
halo object. Inside the halo is an elongated sphere, pigment yellow with
ambiance 1.0.  This
gives a good impression of candlelight and flame.  The candle holder is simple
CSG with a
torus, and two cones.  

          The Grandfather Clock

        (see gface.inc and gfclock.inc for details)

        The grandfather clock was a very good challenge.  Its basic shape, top,
body and stand
were made from CSG using all boxes, subtracting two elongated cones from the
bottom for the
base and subtracting a box from the body to create the cavity for the
clockworks.  The numbers
for the clockface were made from Povary's 3.0 text object (see cface.inc).  They
were
incrementally rotated and translated with many renderings to get them to their
final 30 degree
positions.  Toruses with brass texture and an elongated thin sphere with the
Thin_Glass texture
make up the top of the clock.  The clockworks are made from scaled and
translated cylinders and
a sphere, and were given the same brass texture as the brass on the clock face. 
The clockworks
were placed inside the cavity on the clock body.  A glass door, complete with a
door knob and
hinges complete the clock.  (You can see the atomic clock being reflected on the
glass door of
the grandfather clock.)


          The Pedestal

        (see pillar.inc for details)

        The pillar was made using Povcad as a modeling tool.  It is a cylinder
with 12 smaller
cylinders subtracted from it: this gives it the Roman look.  A box object was
added at each
end for a base and a platform.


          The Mountains in the Background

        The background mountains were made using frgen.exe and the hill map. 
Once I got a
pattern that I liked I scaled the object then rotated it so that it appears
coming out of the 
infinite plain in the background.  For both the plain and the mountains I used
Povray's
T_Stone13 texture,scales by a factor of about 20.

          The Sky

        The sky texture came from Texture Magic.  It is one of the canned
textures in version
0.94.  The texture was placed in a sphere and scaled by 3400







                                    tmeaspce
                                    --------
EMAIL:karlr@trdkunst.no
NAME:karl ramberg
TOPIC:time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED:infini D 2.6
TOOLS USED:bryce 1, photoshop 3.0.5, infini D 2.6
RENDER TIME:15 min
HARDWARE USED:powermac 8500/120 32/2g
IMAGE DESCRIPTION:it_s all about raytracing and time and stuff, like that

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:_first i made the bryce image, then i
did the rest in infini D.


                                     trophy
                                     ------

EMAIL:  m1m@wow.com

NAME: MaryAnn Mandell

TOPIC: About Time

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED: Povray 2.2

TOOLS USED: Moray, Pioneer, Glview and 3dto3d.

RENDER TIME: 

HARDWARE USED: Pentium 100  PC

IMAGE DESCRIPTION:
        
        The image depicts a large sundial, a trophy, surrounded by a body of
water out of which small land areas arise.   Overhead  is a gradient sky with a
moon.  Each element in the scene references perceptions of time.  Because time
is not absolute but dimensional, the references are also dimensional.
        The sundial is recorded time  The globe at the base indicate time zones
and the passage of time.   All the spheres allude to the cyclical nature of
time.  Water is a common metaphor for the passage of time because of its
fluidity with all its eddies and vortexes.  Time is tidal. Time is _choppy_.  
Waves of all types are associated with the measurement of time.
        Other suggestions of time are also indicated.  Reflections suggest the
transitory nature of time. They also indicate memories of time past as well as
dreams to future time.  Geologic time is represented by small land areas - eons
of time.   The large shadow of the sundial indicates the grip that time may
seem to have.   The pointer on the sundial and the moon, which is also a
reference to lunar time, lead to the realization that time is different in
space. 
        Violet, the main sky color, is often associated with creativity and red
with immediacy.   The use of these colors shows the intrusion of the here and
now into the process of creativity when time suspends and seems not to exist. 
        
DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 

        Inspiration came when I began looking through some archives of brochures
and postcards relating to Miami_s centennial.
http://www.library.miami.edu/archives/promo/pro.html.  There I found a
wonderful poster of a sundial and it started me thinking. Then I did some
research on the web about sundials. http:www.sundials.co.uk/index.htm has lots
of links. There were some great images and I studied them as to how to model
them and I learned a lot about them.
        I used Pioneer to do some sketches and work out some of the details.  
Glview was used to convert to raw and 3dto3d to convert raw to Moray. Although
the sundial was originally modeled in Pioneer, I remodeled it in Moray.  The
numbers were done with Glview and were imported into Moray.  The land areas
were done with Pioneer.  The moon and all textures were done in Moray.
        Don_t spend a lot of time <g> trying to figure out if my sundial is
accurate.  It is not.  It was not meant to be.  Some artistic license had to be
taken and after all its only an image of time.  MaryAnn 



                                     watch
                                     -----
EMAIL: Talon@Dial.Cic.Net
NAME: John N. Miller (aka. UNAPOVER)
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Povray for Windows 1.0 beta 13
TOOLS USED: Calculator, Trigonometry, and mostly my brain, which hurts about
now.
RENDER TIME:

Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Box                            2421756           25113      1.04
Cone/Cylinder                  1506599          394202     26.17
CSG Intersection               3359954          388493     11.56
CSG Merge                        84380            3139      3.72
CSG Union                       171077           74857     43.76
Disc                             87348            1949      2.23
Plane                          3647936         2098736     57.53
Sphere                         6193816         3722237     60.10
Torus                          1441269          304230     21.11
Torus Bound                    1441269          352371     24.45
Clipping Object                5136350          864798     16.84
Bounding Box                  20299974        12422733     61.20
Light Buffer                  19412131        11388664     58.67
Vista Buffer                  11576339         9340629     80.69
----------------------------------------------------------------------------
Roots tested:               352371   eliminated:              139931
Calls to Noise:           10383152   Calls to DNoise:        1141328
----------------------------------------------------------------------------
Shadow Ray Tests:          2033772   Succeeded:               249407
Reflected Rays:             476231
Refracted Rays:             115874
----------------------------------------------------------------------------
Smallest Alloc:                 18 bytes   Largest:            16036
Peak memory used:          2750560 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours  0 minutes  12.0 seconds (12 seconds)
Time For Trace:    0 hours 14 minutes  49.0 seconds (889 seconds)
    Total Time:    0 hours 15 minutes   1.0 seconds (901 seconds)

HARDWARE USED: Pentium 75 PCI w/16meg running under Windows95

IMAGE DESCRIPTION:

After plodding along creating Hourglasses and Sundials I finally decided to
render
my great-grandfathers pocket watch.  A family heirloom that was given to me
some
time ago.  Several liberties where taken with the watch armatures but for the
most
part is a replica of this relic from the early 1900's.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

This is the first ray-trace competition I have been in and enjoyed the diversity
of
the topic, which is of special interest to me.  I have a great fondness for
time
pieces of any era and collect them whem I can afford them.  Below I have
sketched out
how I generated some of the features that may be of interest to some.


*********************************************************************************
****
                               Possible points of interest:
*********************************************************************************
****

Glass Dome: Took a large sphere and calculated the plane needed to give it the
base
            width that I was after.  The bevel was taken from the same Common
sphere
            and adjusted to mate with the Glass Dome.

Watch Face: Entirely generated from the Face.pov file included in this
submission.
            Lets face it, I am no artist and this was the best and easiest way
to
            generate a nice looking watch face. It consists of
Cylinders/Triangles/
            Discs and of course Text.  Rendering was at 1024x768 AA 0.3, I am
still
            unclear if the image size is important so I followed the bigger is
            better formula instead. Carefull, because of copyright laws I
cannot
            include the fonts that I used with this file.  If you got'em great
other-
            wise just use something else, some adjusting may be necessary
though.
            My current font library which works well with PovRay 3+ is in excess
of
            800+.

Chain: I figured the geometry out on this one after closely examining a braided
       chain.  I was nothing more than taking an elongated torus and roataing
36
       degrees while moving along an axis. Again heavy use of the "declaritive
       programming" here.  What a time saver..

Winder: I unioned a cone/sphere sheared by 2 planes front and back.  Then with
        the new "declaritive programming" I rotated it around a full 360 axis.
        This method gave me better results than just differencing the union
with
        Boxes.

Matte:  For all textures I used the standard include files, except for the
Matte
        this was my own creation.  The effect that I was going for was that of
        red crushed velvet.  Only you can tell me if I was successful.  Some
        people that I asked said yes, others said no, some said it looked like
red
        cement!

I made heavy use of the new language declares in this version of Pov-Ray to
reduce
the overall coding, but near the end of the project I was getting a little tired
of
the same scene so it shows...

Comments/Recommendations are encouraged and welcome;



                                    watchbug
                                    --------
EMAIL: microame@uniandes.edu.co

NAME: Robert Garcia

TOPIC: Time

COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.

RENDERER USED: 3D Studio 3

TOOLS USED: 3D Studio 3, Fractal Design Painter 2.0, Blob Sculptor 1.0
(freeware)

RENDER TIME: 9 minutes, 40 seconds

HARDWARE USED: PC Clone - 486DX4 100Mhz, 16 Meg RAM

IMAGE DESCRIPTION: A pocket watch whose inner workings went berserk and formed a
type of mechanical bug.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED: I used 3-D Studio for creating almost
all of the watch's parts.
The gears were made with an IPAS routine called (guess) "gears", which makes
gear's teeth, and later added the gears' "body".
I made the background image, and retouched some material textures using Fractal
Design Painter's airbrush tool.
The watch's inner machinery is a graphic mapped on to a bunch of amorphous blobs
that I made using Blob Sculptor.
The gloomy lighting effect is done with 3d Studio's ability to project bitmaps
through a spotlight.
The projected bitmap is just black and white vertical bands with a touch of
Gaussian Blur added on for a little light diffusion effect.
I realize that there are better ways to do all this, but I've only just begun to
create raytraced images. Don't let my software fool you.


                                    wtchrgls
                                    --------
EMAIL: Dan.Moulding@m.cc.utah.edu
NAME: Dan Moulding
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: POV-Ray for Windows 3.0 beta
TOOLS USED: None
RENDER TIME: 2 Hours 45 minutes
HARDWARE USED: Pentium 150
IMAGE DESCRIPTION:

A wrist watch lying on the ground with an hourglass standing behing it.

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The entire image was created by hand coding everything in POV format.

The watch is just a bunch of CSG shapes, mostly cylinders and toruses.
I created the watch band texture using the 3D Crackle pattern and 
modiying the bumpiness and giving it a color something not too far 
from a leather look.

The hourglass is made of a couple of superellipses and a few lathe 
objects. The sand texture was created by playing with the 3D Granite 
pattern until it had a fine grainy look and then I added a light sandy
color. The falling sand grains are actually 450 tiny box objects 
pseudo-randomly scattered and rotated.

All of the glass textures I created myself, but most of the other 
textures are textures from the include files distributed with POV.
Some of them were slightly modified and others are left just the way 
they were.


                                    yaclock
                                    -------
EMAIL: Bernd.Unger@t-online.de
NAME: Bernd.Unger
TOPIC: Time
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
RENDERER USED: Reflections 3.0 (PC)
RENDER TIME: 2 hour 30 minutes
HARDWARE USED: Pentium-100

IMAGE DESCRIPTION:

The idea to render a clock for the topic time isn't very new, i know. But this
was the first thing to think on the theme of time. Later on during the work on
this picture in my spare time there were more ideas like a wheel of time or 
something like that, but i got to less time to render a more complicated
scene. I hope i will have enough at the next topic in this contest. 
So i called the picture yaclock ( yet another clock ;-)

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:

The textures used were part of the Reflections 3.0 package. Every
texture has got a underlying bump map. The background like under-
water or a bit like ice was a mistake i made during the construction of
a background. But i thought it looks quite good.

What to say about the clock. Its a CSG constructed body, the numbers are
made with a feature called 3d-font. Some parts are rotational bodies from
polygons which you can create in Reflections.

The images contains 5 light source, three local near the clock and two global
to illuminate the szene a bit. These light sources and the relfective
background
increased the rendertime heavily from about 20 minutes to 2 hour 30 minutes at
the resolution of
800x600 plus antialiasing.

Many thanks for the ideas and comments to sandra, ralf and alex, which mentioned
the
contest more than once the last weeks so i hurry up to get this picture so far
ready to
submit it today!