TITLE: Baseball
NAME: Dan Connelly
COUNTRY: United States
EMAIL: djconnel@flash.net
WEBPAGE: http://www.flash.net/~djconnel/
TOPIC: Nature
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: baseball.jpg
ZIPFILE: baseball.zip
RENDERER USED: 
    POVRay Windows 3.0

TOOLS USED: 
    Paint Shop Pro 5.0, ThumbsPlus

RENDER TIME: 
    59 minutes

HARDWARE USED: 
    PII 266 MHz, 64 MB memory

IMAGE DESCRIPTION: 
    see below


DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 
    see below

tools used detail:
              POV-Ray :
                rendering and most of modeling
              Paint Shop Pro 5:
                scoreboard image map (not really visible)
                fence numbers
                baseball maps (see below)
                bat label
                signature
              ThumbsPlus:
                JPEG conversion
              sPatch:
                baseball cap (not shown)

======================================================================
NOTES

theme notes:
        When I saw the topic, this image occurred to me immediately,
        so I decided to go ahead with it.

        As evidenced in such films as "Field of Dreams" and "The Natural",
        baseball has a special connection with nature among popular
        American sports.  The dirt of the basepaths, the wood of the
        bat, the grass of the field -- baseball has elemental foundations
        far deeper than football (best described as a pseudo cyber-war),
        basketball (played on asphalt or indoors), and hockey (played on
        an artificial rink in formal contexts).

        As winter gives its first signs of relenting, that first
        day when the sun shines and the biting wind relents, it's
        "baseball weather" -- spring is on the way; life is good.

technical notes:
        The bat is a cubic spline lathe object modeled and textured directly
        with POVRay.  Dimensions were taken from an image at
        http://www.worthinc.com/ .

        The ball is based on an image from http://www.worthinc.com/ .
        Three versions of the baseball image were made :
        1. a bright version for the "clean ball"
        2. a browned version for the "dirty ball"
        3. a grayscale rendering of the stitches only for the bump map.
        The dirty and clean ball images were combined using POV procedural
        texturing.

        The basepaths and outfield are a POV plane.

        The infield (and the overlapping portions of the dirt regions)
        are quartic polynomials of the normalized form:

          y = 16 (z + x) (1 - x - z) (z - x) (1 + x - z)

        which gives it a bit of a crown.... only 3 inches in the scene
        as rendered, but it makes a difference.

        Note this is actually generated using something of the form:

          y = 16 x (1 - x) z (1 - z)

        and rotated 45 degrees.

        The mound is a sphere.

        The bases and pitcher's plate are superquadratics.

        The home plate is manually laid out with triangles.

        Two versions of the fence are provided.  A circular
        one is shown.  Also provided is one modeled after the
        shape of the Ebbet's field fence -- square truncated
        with a straight segment in center field.  The circular
        fence looked a bit better, so was used in the submitted
        image.  Lettering is via Paint Shop Pro.

        The scoreboard uses an image map (Paint Shop Pro) and is otherwise
        constructed of boxes.  Unfortunately the detail is lost -- it is
        just visible as a silhouette.

        The scoreboard and the foul poles were both given an optional
        blur to reduce antialiasing problems -- the pole was rendered
        as a 2x width 50% transparent white line, while the image
        map for the scoreboard was blurred in Paint Shop Pro (where
        it was generated).   Note there is a screen next to the foul
        pole which is also rendered as a semitransparent object --
        rendering each wire of the screen would be unreasonable.

        The sun, sky, grass, dirt, etc are all POV procedurally textured.

        The sky is loosely based on a version from "skies.inc", but
        is heavily modified.  It uses 3 layered spheres and 1 ellipsoid,
        the former for clouds and the latter for the red-blue color.

        The sun is a disk with a transparency transition at the edge
        to simulate haze.  It is rendered with an ambience of 2 to
        enhance its brightness in the haze.  It was sized according to
        the following data, from
        http://www.geocities.com/CapeCanaveral/Lab/2683/solsyshm.htm :

           mean distance from Earth : 150 Gm
           mean diameter            : 1.392 Gm
           resulting angle subtended in sky : 0.530 degrees
           eccentricity of Earth orbit : 2.5

        I oversized the sun by 3x (linear distance to point of 30%
        transparancy) from the above mean values due to
        atmospherics.  It still looks small due to POV's wide field of view
        (120 deg default).

        All field dimensions are compliant with the official Major League
        baseball rules (see footnote) :
        http://www.majorleaguebaseball.com/library/rules.sml

        Lighting is provided from the Sun (infinite source) and a
        local light (second-order falloff) to the left of the scene.

artistic notes:
        The image is designed to evoke the temptation to pick up the bat and
        hit the ball over the left field fence.   The bat's focus is its
        handle, for example.  The representation of objects was kept simple
        (for example, an spatch-generated  cap included in the source
        code is not rendered) to avoid detracting from the natural aspects.
        The "stadium" was kept simple to enhance these -- the real grass, the
        dirt, and the sky, the sun.  The minimal scoreboard is
        included to enhance the fact that this is not a modern major league
        park -- it is designed to be used, not watched.  The experience of
        playing the game, and not the observation of the professional game,
        is the focus.

---

footnote:
        I am not in strict compliance with the following
        from 1.04, as this would have increased the complexity
        of my field shape considerably :

           The degree of slope from a point 6 inches in front of the
           pitcher's plate to a point 6 feet toward home plate shall
           be 1 inch to 1 foot, and such degree of slope shall be uniform.

=======================================================================

APPENDIX : source files

        scene.pov      : the main scene file
        header.inc     : dimensions and textures
        sky.inc        : the sun and sky
        scoreboard.pov : the scoreboard defined (renderable)
        cap.pov        : a baseball cap, not used in the final scene
          (renderable)
        sky_test.pov   : a simple scene to test sky.inc
        final.ini      : IRTC-grade rendering
        quickrender.ini: low-quality low-resolution rendering
        scene.ini      : a working ini file for misc test renders

        baseball_bump2.gif      : baseball bump map
        baseball_dirty2.gif     : dirty baseball imagemap
        baseball_texture2.gif   : clean baseball imagemap
        bat_label.png           : label on bat
        fencenumbers_???.gif    : numbering for fence
        scoreboard.png          : image map for the scoreboard
        scoreboard_blurred.png  : blurred version of previous
        cap_logo.png            : logo for the cap