Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!husc6!cmcl2!rutgers!ames!ucbcad!ucbvax!ucsfcgl!pixar!mp From: mp@pixar.UUCP (Mike Paquette) Newsgroups: comp.sys.amiga Subject: Amiga Rendering/Animation Software Message-ID: <992@pixar.UUCP> Date: Thu, 13-Aug-87 10:54:58 EDT Article-I.D.: pixar.992 Posted: Thu Aug 13 10:54:58 1987 Date-Received: Sat, 15-Aug-87 09:22:54 EDT Distribution: na Organization: Pixar -- Marin County, California Lines: 32 Keywords: models, aliasing Does any of the current crop of Amiga animation and modeling software support some form of machine-independent model representation? I'm looking for some form of scene description language [1] and geometric primitive support, such as patches, meshes, or polygons. This would let an animator whip up models and animation sequences on the Amiga, and then take the resulting model and scene information and feed it through a very high quality production rendering system once the animation 'proofed' on the Amiga looks good. Also, has anyone writing rendering and ray tracing code looked into antialiasing? "The Dream Comes Alive", 'Perpetrated by Leo L. Schwab', suffered badly from aliasing artifacts. Granted, antialiasing can be expensive in terms of computation time, but it sure makes the end result look better. After sweating days or weeks over an animation sequence, its not worth saving a few minutes a frame only to have your masterpiece stuffed chock full of jaggies and banding. An antialiasing option (so it could be switched off for quick proofs) would be a big win. Mike Paquette {ucbvax,sun}!pixar!mp [1] Not necessarily SDL (Registered Trademark of Alias Research, Inc.) but any sort of description of a scene. [The opinions expressed here are my own, and do not necessarily reflect the opinions of my employer, wife, or pets. In fact, this whole article is an artifact of line noise....]