Hey, if you are interested in any technical details about these images, or just want to chat about related topics (metaballs/blobs/soft objects, ray tracing, radiosity, relativistic effects, ... and clever ways to accelerate those ones), contact me!. I will be very happy hearing from you. Try locating me in IRC, where we can have nice chats, typing /whois MarcosF. Odds are that you'll find me on channels #raytracing, #3d, #lightwave, #coders or somesuch. It would be great to exchange papers with you. I'm specifically looking for lens flare and metaball stuff. I have japanese friends who can help me translating japanese text, so if you have access to the genuine metaball paper by K. Omura et al. , please let me know. Thanks in advance!
By the way, do you know about Eric Johnson, that amazing Texan fret whiz?... What? Ah via
Musicom is your fave CD, too? ... Yeah, you are right, he is the best! ;-)
||I've recently finished POVAFX 1.0, a hacked POV-Ray 2.2 with a couple of these effects.|
I've came up with this NEW scattering model (and i do mean new, you won't find it in the research literature) in the recent days, and i'm still optimizing it. It's really cool, kinda way smoother spotlights within the fog. I'll put around here some examples soon (March-April 1996). I might be releasing a plug-in shader for Newtek's Lightwave 3D with this stuff as well.
These simple images demonstrate how the atmosphere glows in the vecinity of a point light source. I'm trying different models of light absorption/scattering. As you can see clearly in the first picture, there are functions that make the intensity of scattered light sweep into infinity near the light source, resulting in highly saturated images; cool for special effects but not very physically correct... You can find this simple model in .
With and without ground fog. The particle density decreases exponentially along the Z axis. You can also have several layers of fog, each one with its own color, density and altitude (I'm still improving it, though). One interesting reference here is .
Also, my ray tracing kernel deals easily with cylindrical/conical spotlights within the fog, and it won't perform volume sampling unless you say it explicitly; in other words, these lights are fast if you don't need atmospheric shadows. Even with them, I'm working on a couple of algorithms to significantly speed the thing up, combining volume tracing  with Crow's shadow volumes , and also via light source Z-Buffers (quite fast using an all-integer approach).
These use a high density blue fog to simulate water in a (very) simple way. They (very vaguely) reminded me of those SeaQuest submarine anims... hence the names.
The first scene includes a bunch of aligned little light sources (30x2). I've devised a new type of light source (well, at least I haven't seen it anywhere :-) which allows the inclusion of hundreds of them in a scene, without the time needed to render it getting close to the age of the Universe. I call them (lacking a better name) finite range fall off lights (FRFOL), or bounded lights, for short.
What about the other pictures? nothing special, they just look great... If you want to get into advanced underwater rendering, try , one of my favourite papers.
 Max, "Atmospheric Illumination and Shadows", Computer Graphics (Proc. of SIGGRAPH '86), 20, 4 (1986), pp 117-124
 Nishita, Nakamae, Okamoto, Kaneda, "Photorealistic Image Synthesis for Outdoor Scenery under various Atmospheric Conditions", The Visual Computer, 7 (1991), pp 247-258
 Inakage, "Volume Tracing of Atmospheric Environments", The Visual Computer, 7 (1991), pp 104-113
 Crow, "Shadow Algorithms for Computer Graphics", Computer Graphics (Proc. of SIGGRAPH '77), 11, 2 (1977), pp 242-248
 Nishita, Nakamae, "Method of Displaying Optical Effects within Water using Accumulation Buffer", Proc. of SIGGRAPH '94, (1994), pp 373-379
 Omura et al., "Object Modeling by Distribution Function and a Method of Image Generation", Journal of papers given by at the Electronics Communication Conference (ECC) '85, J68-D(4), pp 718-725
 Warn, "Lighting Controls for Synthetic Images", Computer Graphics (Proc. of SIGGRAPH '83), 17, 3 (1983), pp 13-21
Jose A. Maese and Francisco Marquez, for their cooking skills (oh, my God, what a nice peppered steak we had!)
Carlos Jimenez, for his support and help with Unix and internetworking (hey, this man knows what he is talking about!), and for being such a cool guy to talk with about math and brains.
Last update: 25 March 1996