TITLE: And the Brightness ????
NAME: Christophe BOUFFARTIGUE
COUNTRY: France
EMAIL: christophe.bouffartigue@libertysurf.fr
WEBPAGE: http://tofbouf.multimania.com

TOPIC: Contrast
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
JPGFILE: cbcont.jpg
ZIPFILE: cbcont.zip
RENDERER USED: 

        Povman 0.62 for Windows.


TOOLS USED: 

        Poser 4
        OBJuvPOV
        The Gimp (image maps, gamma correction, conversion)


RENDER TIME: 

        21h 17 mn


HARDWARE USED: 

        Pentium  Pro 150, 32 MB RAM


IMAGE DESCRIPTION: 


        So, I think that you see the contrast in this picture ... ;)
        You'll notice that the monitor is really designed for Windows, since
there is a minimum
        of settings that is available.... Another contrast here, is that this
monitor, that is designed
        for Windows, also supports a Linux windows manager (here, a beta version
of KDE 2).

        This idea came to me as a joke, and I started to code it, while
searching THE concept for this
        round. I found many other ideas, but they were far too much ambitious
for my skills and the
        time allowed....



DESCRIPTION OF HOW THIS IMAGE WAS CREATED: 


        The objects:
        ============
        Except for the hand (which is a Poser Model), all is "simple" CSG. For
the files in the background,
        I reused the macros I wrote for my last entry (Laboratory). The pens are
created with 2 new macros
        I wrote for this round.
        The keyboard is the one you can find in Jaime Vives Piqueres' last IRTC
entry (Laboratory), that
        I slightly modified for my purpose (french keyboard).
        The mouse is made out of blobs, and the mouse cable is a sphere sweep.

        The textures:
        =============
        Nothing very complicated. Almost just basic plain colors, with a slight
normal modifier (the monitor,
        the keyboard, the mouse pad, ...). Just 2 things a little more
complexe.

        Firstly, the can (?... don't know the word, it's the thing where the
pens are in). It's a completely
        procedural texture. For the french speaking people, there will be a
tutorial on the Pov-Ray French
        Documentation Project (http://users.skynet.be/bs936509/povfr/index.htm).
For the others, it is made
        with object and cells patterns. Look at the code in ECRAN.POV, for more
details.

        Secondly, the hand. It use an image map for the base pigment, and a
modified skin shader for the
        highlights. This technique was found by Vahur Krouverk, who has also
wrote the Povman patch. The result
        here is not spectacular, because the shader doesn't take into account
indirect illumination (radiosity),
        but it was a good training for me....

        The lighting:
        =============
        Essentially global illumination (Megapov's radiosity), and an area light
for simulating the light from
        the screen.
        In fact, the light comes essentially from the walls of the room. I
created a little script that renders
        the walls illuminated by one light source (an halogen lamp), and used
these renders as image maps in the
        final render. It saves me the use of a light source and one radiosity
recursion level.

        As always, POV script is provided, except the meshes, that are
copyrighted.

