Path: utzoo!dciem!king From: king@dciem.UUCP (Stephen King) Newsgroups: comp.graphics Subject: Re: Ray Tracing Jell-O Brand Gelatin Message-ID: <2690@dciem.UUCP> Date: 9 Mar 88 18:05:53 GMT Article-I.D.: dciem.2690 Posted: Wed Mar 9 13:05:53 1988 References: <20312@bu-cs.BU.EDU> <23187@ucbvax.BERKELEY.EDU> Reply-To: king@dciem.UUCP (Stephen King) Organization: D.C.I.E.M., Toronto, Canada Lines: 50 Summary: In article <23187@ucbvax.BERKELEY.EDU> ph@degas.Berkeley.EDU.UUCP (Paul Heckbert) writes: >In article <20312@bu-cs.BU.EDU> madd@.UUCP (Jim Frost) writes: >>RAY TRACING JELL-O BRAND GELATIN >>... > >Please get this garbage off the net! We're carrying on a serious technical >discussion here and we don't need this sort of facetious drivel tying up the *****FLAME ON*** Go soak your head. I got a real laugh out of the referenced posting and I resent you making yourself out to be some net-god with comments like those above. Rendering substances such as Jello creates problems which have real- world significance. A light hearted, even outlandish, approach can stimulate thought and sometimes leads to novel solutions. *****FLAME OFF*** > (1) Does anyone have an implementation of GKS for the EGA board > in 8008 assembler? ^^^^ 8088 assumed. Why spend so much effort on a machine with such miserable graphics performance? Get a REAL graphics engine instead. > (2) I just bought an Apple II and I want to know how to > get NTSC video out of it so I can make great films like Luxo Jr. You will never get Luxo Jr. quality with this approach. NTSC resolution is too low (you need AT LEAST 1k x 1k resolution, preferrable 2k x 2k or even 4k x 4k, available from Dicomed film recorders etc.) Furthermore, the Apple would probably take a great deal of time to render a single frame. For the sake of argument, let's say 24 hours per frame (it may be 2x or 3x this). At motion picture frame rate (24fps), that's 24 days to render one second of playback time. Thus, a fifteen second short would require almost a year of constant computing to produce. Hardly worth the effort. > (3) What's the formula to convert RGB to luminance? E'y = 0.30E'r + 0.59E'g + 0.11E'b E' denote gamma-corrected signals y represents luminance r - red, g - green, b - blue > I've been using sin(R)+atanh(G)*log(B), but I'm getting strange results. No wonder. -- * Defence & Civil Institute * {decvax|ihnp4|watmath}!utzoo!dciem!king * of Environmental Medicine * or uwbeaver!utcsri!dciem!king - Simulation & Training Group - or uunet!mnetor!dciem!king (may or may not endorse my opinions) or dciem!king@zorac.arpa