Ray Dream Studio 5

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sample image Some of the work posted here is a series of variations on logo presentation. in most cases, the logo used is that of Low-Key Cycling Events or individual events put on by the organization. Another logo example is WSSG, a business group within the Semiconductor Products Sector of Motorola, for whom I work.

In chronological order, the available images are the following. Most are JPEG-encoded at 640 by 400 pixel resolution with file sizes between 50 and 120 kilobytes. Of course, JPEG encoding is best viewed with 24-bit color.

  1. WSSG #1 : This is the first real scene I did. Despite being one of the quickest and easiest, it is one of my favorites. I just slapped a pre-fab model of a space station (see http://www.viewpoint.com/tools/raydream/ ) onto an Earth-photo backdrop and added a quick text object and set the light source to sort-of line up with the sun source. This one also looks good animated.
  2. Low-Key Cube : This is a frame extracted from an animation of a spinning crystal cube with flying text, a promotion for Low-Key Events. The result was slightly disappointing, looking more "plastic" than I wanted. This was likely the result of failing to fine-tune the settings. The original version of this animation was rendered in the Crystal Graphics tool.
  3. Whirlpool : The sea was rendered on an analytic pseudosingularity of the form K/|r + epsilon|. A model of an oil tanker was slapped in the water, as was floating text. The primary issue with this image was the specification of the parametric representation of the water surface in an axially symmetric form, to avoid Cartesian artifacts. The water texture was uninspired, I am afraid.
  4. Spiral : This image was probably inspired by Byte Magazine covers from the early 1980's. This was my first shot at the Ray Dream Free-Form Modeler. The maze was implemented as two extruded shapes (each a series of rectangular cross-sections extruded in a quasi-semicircle) and rendered with a "cinder block" texture. The Low-Key text was rendered with a brick texture colored appropriately. The Viking ship was a pre-fabricated model provided by MetaCreations. The water was again rather uninspired.
  5. Maze : This was an attempt to simulate a computer maze game -- rendering the inside of a Dungeons and Dragons type environment. There was some difficulty getting the texture mapping to work out as desired -- note the lack of registration of the wall tiles, and the failure of the tiles to map around the corner of the wall on the left. One thing about Ray Dream is that scaled objects don't texture correctly -- the free-form modeler should instead be used to directly generate shapes at final scale. I think parametric mapping to a free-form extruded wall set would have produced superior results. The head was a Metacreations mesh model ("bald head"), textured with "mercury blobs". The flame was done with the Ray Dream fire generator (not the Four Elements version). The bowl was generated with a formula model, textured with "polished gold" slightly modified.
  6. Arch : The arch was rendered using the free-form modeler. The hole in the wall was generated using a Boolean cut. The snowfield was implemented as a backdrop of a Vue d'Esprit rendering of a snow-textured fractal terrain field. The penguin is a Metacreations object dropped in place. The font is by Dan Smith.
  7. Stairs : This is a self-indulgence into two of the most overused themes in 3-d rendering -- spiral staircases and checkerboard floors. This scene has recently been re-rendered to improve on the version previously listed here.
  8. Heart : This image was a play on the fact that the Pinnacles Enduro ride is on Valentine's Day in 1998. The backdrop is from Vue d'Esprit. The bike is a GIF from the Kestrel USA. It was applied to a think layer, with a silhouette from the image used as a transparency mask. The window was rendered as two extrusions -- one for the frame, and another for the stencil used to Boolean-subtracts a hole in the wall. The curtain was extruded. I was responsible for all 3-d objects in this scene, which made it more satisfying. I really like the result.
  9. Road : This was inspired by my bike-commute to work, when I looked down at my shadow (I was late, so the sun was actually up...). The shadow is of Marco Pantani.
  10. Shelf : This was an attempt at rendering an internally-lighted trophy case. Given the simplicity of the scene, I was quite pleased with the result. However, given the large number of transparent objects and the numerous light sources, it took a substantial amount of time to render.
  11. Ice : This was another satisfying result.... the bridge was originally designed for incorporation into Bryce 3d, but difficulties I had getting the package to work well convinced me to render it in a Ray Dream scene instead. The textures are from the Ray Dream CD, as is the model of the ship. The bridge I did on my own. Unfortunately, before I could address the aliasing effects on the bridge, the program terminated during a save operation, after the previous version was deleted but before the new one was written. Ouch! I later recovered the original with Norton UnErase, but it awaits updating. Still, this version isn't too bad.
  12. Velodrome : HPVs offer substantial simplicity relative to standard bicycles, as well as offering a nice surface for light reflection, etc. The track surface is a simple extrusions -- attempts to use analytic functions proved frustrating. This is the third version of this image posted here -- the most notable change to the latest revision is the reflective windshields.
  13. Framed Picture : This one is based on a hallway at Motorola Semiconductor in Austin, except I took extreme liberties with the view :). The view was rendered in Vue d'Esprit (full image is available). The only interaction between Ray Dream and the scenery was via the placement of a distant light source in the approximate sun location. This version was updated 04 Mar 1998, and contains substantial additions from previous versions.
  14. Capture the Night (moon.jpg): 21 Mar 1998: The Moon and Earth are photographs mapped over the sphere (using a cubic mapping). The stars and water textures were generated using Vue d'Esprit's functional texture generator, the former rendered as clouds within Vue and used as a backdrop in Ray Dream. The star density was increased in PaintShop Pro by pasting transformed copies of the star field on top of itself.
  15. Escape the Night (spaceship.jpg): 23 Mar 1998: This project, done to give me something productive to do during the Stanford-URI NCCA basketball quarterfinal, is a somewhat failed experiment in the Night theme for the Internet Ray Trace Competition for April 1998. In the scene, the Sun is not having a good day. Three RAM jet spacecraft escape from the doomed Earth, which is visible in the background. The jet intakes are shielded with gas-permeable screens. Note detachable fuel tanks for low-velocity transport are still in place. The backdrop wasn't rendered but was downloaded from NASA's Hubble Space Telescope image archive... it includes some clear imperfections, but is still striking.


Click on thumbnail to view larger image:

arch.jpg
arch.jpg

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1/20/98 8:23:18 PM
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heart.jpg
heart.jpg

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1/26/98 5:01:42 PM
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ice.jpg
ice.jpg

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LowKeyCube.jpg
LowKeyCube.jpg

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1/10/98 9:54:36 PM
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WSSG_01.jpg
WSSG_01.jpg

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1/10/98 1:53 PM
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maze.jpg
maze.jpg

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1/12/98 10:40:06 PM
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road.jpg
road.jpg

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1/28/98 10:35:12 PM
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shelf.jpg
shelf.jpg

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2/1/98 6:22:42 AM
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spiral.jpg
spiral.jpg

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1/11/98 9:26:46 PM
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stairs.jpg
stairs.jpg

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velodrome.jpg
velodrome.jpg

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2/24/98 5:47:24 PM
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whirlpool.jpg
whirlpool.jpg

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1/11/98 1:34:46 PM
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framed_picture.jpg
framed_picture.jpg

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moon.jpg
moon.jpg

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spaceship.jpg
spaceship.jpg

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3/23/98 6:10 PM
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