* * * * * * * * * * * * *
* Capture the Night II  *
* Dan Connelly          *
* djconnel@flash.net    *
* * * * * * * * * * * * *

EMAIL:            djconnel@flash.net
NAME:             Dan Connelly
TOPIC:            Night
COPYRIGHT:        I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
TITLE:            Capture the Night
COUNTRY:          United States
WEBPAGE:          http://www.flash.net/~djconnel/
RENDERER USED:    POVRay Windows 3.0, Vue d'Esprit (stars)
TOOLS USED:       Paint Shop Pro 5.3 Beta (JPG, signature)
RENDER TIME:      20 hours
HARDWARE USED:    PII 266 MHz, 64 MB memory
IMAGE DESCRIPTION:see below

DESCRIPTION OF HOW THIS IMAGE WAS CREATED:  see below


theme
=====
This image is a play on symbols of the night.  The Moon, stars,
lightning, darkness, and mystery are all fundamental
aspects of the night, and each is featured here.

The Moon, held captive by an electrical matrix supported by issuing
a cloud of variants on the Clarkian monoliths, is the center of the
scene. Yet the discharges which restrain it bathe it in total illumination,
depriving it of darkness.... of a night of its own.

The stars in the midnight sky provide a backdrop for the
scene.  The Earth shines brightly among them, taking the
place normally occupied by the Moon in nighttime images.

The lightning, a matrix of electrical discharges, holds
the Moon in in a glowing umbra.

Darkness... and mystery, also dominate the scene.  But what is
the scene?  What is the structure?  Clearly it is some sort
of synthetic pool... the water indicative of some sort
of mass-mediated force.  The discharges imply an atmosphere,
while the waves imply a thermodynamic driving force.  Clearly
it's extraterrestrial, as Terra rests smugly in the starlit sky.
The roof cage increases the Moon's isolation from the natural
night.

And then there are the monoliths. Clark's "2010" objects
were deeply tied to Night.  Totally black, they conspired
to turn Jupiter into a second sun, stealing the night from the
Earth.  Thus their inclusion here is appropriate, although in
a crystalline, translucent form.

But the water?  Perhaps one could cite water's recently confirmed
presence in Lunar soil.  But really that would be a stretch.
The real reason for its inclusion is its simple effect.
What provides a better support for a starry sky than a body of water?
Water itself is virtually a symbol of the night, and raytracers
certainly do it justice.


files
------
  main2.pov         : main scene source
  watermap.pov      : water heightmap generator
  spark#.inc        : spark object definition, where # is from 1 to 12
  earth_texture.png : image map for earth (not included)
  moon_texture.tga  : image map for moon  (not included)
  stars3.gif        : the sky image map (not included)

history
-------
I first rendered this image using Bryce 3d with mixed
results.  I regenerated a version using Ray Dream Studio,
which proved better, but the graphical user interface gets
in the way of images of this nature.  I even tried a
simplified version on Crystal Graphics Impact
Pro demo version as an experiment.  But by far the best tool
for the job proved to be POV-Ray (my first project with
this tool), which is the one I am using for this contest.
The procedural, text-based input format allows precise specification
of layout and substantial flexibility in making modifications.
It is also perhaps the fastest renderer of the bunch.

modeling
--------
First done was the star field.  I did this using the cloud generator
in Vue d'Esprit (they are very small clouds...)  and used the
result as a sky-sphere image map for the POV run.  Vue d'Esprit
is an excellent terrain generator and tracer and a lot of fun
to use.

The Earth and Moon were image mapped spheres using brightened versions of
images downloaded from the NASA web site.   The Earth is illuminated
by a spotlight placed well below the scene, placed in the background.
Actually, this could have been more effectively rendered by just using
a photograph of a crescent Earth.  However, in the raytracing spirit,
I let POV work a little.  A weak infinite point source was placed
at the Earth position, to simulate the subtle effect of the
Earthlight on the scene.

The "stadium" was rendered as 13 cylinders -- 12 pillars and two
to create the wall which fills in the space between them, which
is the difference between two concentric cylinders.

The cage was generated using a "sphere" of 33 toroids, 11 aligned
along each of the three principle cartesian axes, clipped by an
infinite plane.  Interesting, the cage more than tripled rendering
time.

The water was generated with 12 "wave" functions, each the superposition
of 3 ripple generators located near the center of the pillars.  This
was done to approximate a normal mode of the pool.  While applying this
function to a normal field on a planar water was okay, far better
results were achieved by using a height field generated with the
separate file, "watermap.pov".  The map file was generated in 512x512
resolution without antialiasing.

The 3 rings of monoliths were generated using translucent, refractive,
semi-reflective boxes.  They are assigned a diamond-like refractive index
to indicate a crystalline structure.

The sparks were generated using the Stomp Spark Generator
from the Pile POV web site.  Each consists of 128 cylinders.  12
sparks were generated... they are shared among the 28 monoliths
in cyclic fashion.  Each spark placement was given a random rotation
to increase variety.  To simulate the lighting the sparks gives
to the scene, a point light source was placed at the expected midpoint
of each spark.  The color was moved towards blue-violet from the
default white.

The Moon-glow was applies as a straightforward spherical halo.  It was
kept simple to avoid overburdening the scene with detail.

rendering
---------
Without the cage superstructure, the scene could be rendered nicely
in 1.5 hours or so.  However, the cage introduced substantial
opportunity for aliasing effects.  Due to the small diameter
of the tubes, it was textured without reflectivity (using metallic
specularity instead).  Even so, to avoid clear artifacts in the
reflections of the cage off the cylindrical faces and the waves,
adaptive oversampling was used (no jitter, threshold 0.1, maximum depth
3), increasing the rendering time to 20 hours.  Perhaps even more
oversampling could be used -- if there was a way to locally increase
the oversampling for rays which hit the cylinders, I would have
employed it.

Note I rendered the image to look good on my system, using an
"assumed gamma" of 1.8.  On some systems they may appear too
dark -- if you are using a UNIX workstation you may prefer
to apply a positive gamma to the image before viewing.

post-production
---------------
Paint Shop Pro 5.30 Beta was used for JPG conversion and signature
application.

scientific precision
--------------------
No attempt to follow Maxwellian or Newtonian physics was made here...
the electrical discharges, glowing Umbra, and planet-scale was meant
for visual effect and interest rather than representing current
understanding.

conclusion
----------
Overall, the scene is quite simple, yet the result had a pleasantly
surprising richness. I invite inspection of the source code,
which I have attempted to make flexible and readable.  I have
not included the image maps or the Vue d'Esprit source,
as these would take a disproportionate fraction of the disk
space.

Dan Connelly
djconnel@flash.net
http://www.flash.net/~djconnel/