Xref: utzoo rec.arts.startrek:15244 comp.graphics:3348 Path: utzoo!yunexus!geac!syntron!jtsv16!uunet!husc6!bloom-beacon!apple!bionet!agate!ucbvax!ucsfcgl!pixar!loren From: loren@pixar.UUCP (Loren Carpenter) Newsgroups: rec.arts.startrek,comp.graphics Subject: Re: Star Trek II graphics: "The Genesis Effect" Keywords: star trek graphics genesis Message-ID: <2534@pixar.UUCP> Date: 10 Oct 88 01:02:28 GMT Article-I.D.: pixar.2534 References: <277@pte.UUCP> <523@epicb.UUCP> <12672@oberon.USC.EDU> Reply-To: loren@pixar.UUCP (Loren Carpenter) Organization: Pixar -- Marin County, California Lines: 52 This message is in need of some commentary... In article <12672@oberon.USC.EDU> ahoffman@skat.usc.edu (Alan M. Hoffman) writes: >An interesting sidebar to the "Genesis Effect" article is that all of those >funky "particle" sequences--the random "flames" and the wave effect--were >generated using fractical math. The particle system effects (volcanoes & flames) didn't use any fractal math at all. They were, however, stochastically modelled (deterministically repeatable random processes). The fractal code was used on the mountains and the cooling/molten surface after the flame passed by. >Fractals, as you know, are the hot new computer technique that "randomly" >produces realistic-looking mountains, vegetation, coastlines, and >other real-world pictures. The "Genesis Demo" was computed in the Winter of 1981-1982. The fractal programs were an anti-aliased version of those I used in 1979 to make "Vol Libre". >The reason each frame takes so long is that EVERY POINT in the array need >to be calculated in relation to surrounding points, and then a ray traced >back to the "observer" which determines whether it can be seen, what color >it is, and what kind of surface it has. Last I heard, they were using a >version of the Cray 2 called an XMP, designed especially for graphics work, >to do the number crunching. The final image is printed on a film recorder. The frames took about 20-40 minutes each on a VAX 11/780 (with fpa). There was absolutely no "ray tracing" anywhere in there. Rendering was done with the A-buffer hidden surface method. Frames were computed at 512x480 32-bits (8 each rgb, plus 8 bits alpha matte). Completed frames (stars + flames, etc) were shot off a Barco monitor with a high quality 35mm movie camera. The director liked the "video" effect. Now we use a film recorder. We borrowed time on a couple of Cray XMP's to compute the character parts of "The Adventures of Andre and Wally B.". Neither we, nor Lucasfilm, have, or ever had, a Cray of any flavor. Not that we didn't want one. ;-) >Wish I could do that on my XT! You can. It might take a few hours per frame. All you need is a C compiler and a bunch of SIGGRAPH proceedings. That's how we did it. >----------------------------------- OOO OOO OOOOO OOOOO --------------- > Alan M. Hoffman OOO OOO OOO OOO > ARPA: AHOFFMAN@skat.usc.edu OOO OOO OOO OOO "The Rose Bowl 1989! >--------------------------------- OOOOOO OOOOO OOOOO ----------------- Loren Carpenter ...{ucbvax,sun}!pixar!loren