HDTenEightyP/NetNews huggingface dataset:
From: chris@chinook.atd.ucar.edu (Chris Webster)
Subject: Looking for Graphics Art software
Reply-To: chris@chinook.atd.ucar.edu
Organization: Research Aviation Facility, NCAR, Boulder, CO
Date: Fri, 6 Nov 1992 23:44:31 GMT

Can anyone e-mail me names of existing graphics-art packages and
a one line description about it's abilities.  Basically
anything above/better than standard draw/paint packages up to
something like InterLeaf.  Looking at Sun, PC & Mac platforms.

--Chris

Newsgroups: comp.graphics
From: ara@wam.umd.edu (Ford Prefect)
Subject: POV on UNIX TGA File problems
Organization: University of Maryland, College Park
Date: Fri, 13 Nov 1992 01:13:17 GMT

Well, I got POV compiled and running on a Sun Spark +1
it parses ok, it generates the picture ok (I think)
but the Targa file it produces is not recognized by
tgatoppm, 
I transfered to a PC and PicLab also doesnt recoginze it
says something about unknown Targa format

I even used Photoshop on a Mac and that doesnt recognize the
image either.

What should I do, What could be wrong.

Please, all help is sorely needed.
-ara
ara@wam.umd.edu
Xref: sparky comp.graphics:11656 comp.multimedia:3305 comp.compression:3783
From: werner@aero.org (Michael F. Werner)
Newsgroups: comp.graphics,comp.multimedia,comp.compression
Subject: Re: Looking for analytic image quality metric
Date: 9 Nov 1992 23:42:42 GMT
Organization: The Aerospace Corporation, El Segundo, CA
Distribution: usa
NNTP-Posting-Host: aerospace.aero.org

    Can anyone recommend a service in the Los Angeles area that could generate
a high quality negative or transparency from an image file?  The final objective
is to make prints from 8 by 10 inches up to poster size.

    I have done this before by generating a large image file (on SGI hardware
with Wavefront Software), dumping it onto a tape, which was then shipped
to Hanaway Associates in Colorado.  They returned a good quality 4 by 5 inch
transparency.  The problem was that it cost a lot ($150), and we had to go
through 2 iterations to get a satisfactory transparency.

    I would rather do it locally and cheaper!  Anyway done this sort of thing
in L.A. for less than $150?

Thanks, mfw
-- 
 Michael F. Werner           |   Flight Dynamics Department
                             |   The Aerospace Corporation
 werner@aerospace.aero.org   |   El Segundo, California, USA  (near Los Angeles)
From: schultz@ai.mew.mei.co.jp (Bob Schultz)
Newsgroups: comp.graphics
Subject: Space Shuttle DXF file wanted
Date: 6 Nov 92 09:16:07 GMT
Distribution: comp
Organization: Matsushita Electric Works, Ltd., Osaka, Japan

Hello,

I'm looking for a dxf file of the Space Shuttle.  If anyone has one
or knows where I could get one, please contact me at schultz@mew.mei.co.jp.

Thanks!

-bob

-----
 Robert J. Schultz      		               schultz@mew.mei.co.jp
 Artificial Intelligence Research Lab             "If I'd known it rained so
 Matsushita Electric Works, Ltd.                much in Japan, I'd have sent
 1048, Kadoma, Kadoma-shi                         in my place a goddam duck!"
 Osaka 571, Japan                                               -B. Holstein

	
Newsgroups: comp.graphics
From: uselton@wk207.nas.nasa.gov (Samuel P. Uselton)
Subject: Re: Is POV optically accurate ?
Followup-To: comp.graphics
Organization: NAS, NASA Ames Research Center, Moffett Field, California
Date: Thu, 12 Nov 92 18:13:51 GMT

In article <1992Nov12.133317.5833@genes.icgeb.trieste.it> oberto@genes.icgeb.trieste.it (Jacques Oberto) writes:
>I am trying to reproduce one of Newton's experiments with POV.
>Would a simulated white light beam hitting a glass prism with the 
>right angle be scattered into a rainbow spectrum ? 
>Are POV and other ray-tracers optically accurate in that respect ?
>Has anybody tested the properties of 'raytraced' light other than
>reflection and refraction ?
>
>Any comment appreciated !
>
>Jacques
>
>
>-- 
>Jacques Oberto  <oberto@genes.icgeb.trieste.it>

I don't know POV................BUT

If it is in the tradition of the standard ray tracers, it starts at
the eye, shooting rays through pixels into a scene.  Essentially this
is tracing ray paths in reverse.  Generally speaking, ray paths are
reversible, so this is fine.  There are, however, difficulties.  When
a ray hits an object, in addition to reflected and refracted rays,
rays to the light sources must be generated to determine shadows,
intensity of illumination, etc.  If one of these light source rays
hits a refractive object, it may no longer be headed for the light
source once the refraction is done.  

What one would LIKE to do is shoot the light source ray in a direction
(there may be several correct choices) which will result in a ray
pointed at the light AFTER the refraction.  Guessing what direction(s)
this might be is HARD.  One solution is to shoot lots of illumination
rays in various directions (especially from a surface that is not
perfectly specular, use the BRDF as the distribution being randomly
sampled => distribution ("distributed") ray tracing).  

Another solution is to do the ray tracing from the light, but then
most of the rays won't get to the screen so the effort is wasted.
There are various schemes in the literature for getting around the
difficulties, but my guess is that they are not in most public domain
code.

Another difficulty probably ignored in most PD code, is that in order
to break out the spectrum, the refraction angle must be calculated on
a wavelength dependent basis, generally with a single ray turning into
several rays to properly sample the spectrum.

We (Redner, Lee & Uselton ++)have done an image of the experiment I
believe you are describing.  It was accepted into the SIGGRAPH slide
set and distributed last summer at the conference.  It does involve a
forward ray tracing phase, and some stuff to remember these results in
a way that can be used in a traditional backward ray tracer.  Harder
than it looks.

Hope this helps.

Sam Uselton		uselton@nas.nasa.gov
employed by CSC		working for NASA (Ames) 	speaking for myself
Newsgroups: comp.graphics,comp.graphics.visualization
From: reuel@blivet.houst.sgi.com (Reuel Nash)
Newsgroups: comp.graphics
Subject: Re: Quickest way to calculate the distance between a point and a line
Date: 12 Nov 1992 23:57:44 GMT
Organization: Silicon Graphics, Inc.  Mountain View, CA
NNTP-Posting-Host: blivet.houst.sgi.com


In article <BxML0r.II@vuse.vanderbilt.edu>, brandon@se.vanderbilt.edu writes:
> Hi, I've checked the FAQ and can't find this one, even though its quite basic.
> 
> I'm developing a dynamic graphic simulation, and I need advice on the subject.
> I have many circles, all the same radius, flowing down a channel
> (in the future they will be spheres in a tube.)
> 
> I need the quickest algorithm for calculating the distance between a
> point (x,y) and a line f(x).  I will have an initial distance which will be updated at
> each major time slice.
> 
> The straightforward way is iteratively better guesses until the perpendicular
> is found which passes through (x,y).  Is there a quicker way?  I need to check
> many of these and want the quickest algorithm.
>

Find the parametric equations for the line:

y = a * t + c1
x = b * t + c2

There are lots of ways to do this, but one way is:
If f(x) = slope * x + y_int	(original line)

x = 1 * t + 0			(parametric eqs. for original line)
y = slope * t + y_int

-> a = 1, b = slope, c1 = 0, c2 = y_int

The parametric equations for a line perpendicular to the original line through
the point (X,Y) will be:

y = -b * s + Y			(param. eqs. for perpendicular line thru X,Y)
x = a * s + X

These two lines cross at the closest point, so equate coordinates and solve:

a * t + c1 = -b * s + Y
b * t + c2 = a * s + X

or
a * t + b * s + c1 - Y = 0
b * t - a * s + c2 - X = 0

find s,t. (really only need one of s or t)

(2 linear equations in 2 unknowns -- I'll let you do it ;-)


Then substitute t back into the parametric equations for the original line
and find Xl,Yl (the point on the line closest to X,Y)

Then use the distance formula on (Xl,Yl) and (X,Y).



No iteration at all! 


--

Reuel Nash	(713)293-9292	FAX (713)293-0503
Silicon Graphics, 11490 Westheimer Suite 100, Houston, TX  77077

Visualize Whirled Peas
Newsgroups: comp.graphics,rec.music.synth,alt.artcom,upenn.general,pa.general
From: joes@lpi.liant.com (Joe Stewart)
Subject: Re: ISO standards [Re: (26oct92) comp.graphics FAQ]
Reply-To: joes@lpi.liant.com
Organization: LIANT Software Corporation
Date: Wed, 11 Nov 1992 14:33:01 GMT

In article <pvowles.721463034@hawk>, pvowles@hawk.adied.oz.au (Paul Vowles) writes:
|> John.T..Grieggs@freudsys.nl.mugnet.org (John T. Grieggs) writes:
|> 
|> >12) How to order standards documents.
|> 
|> >The American National Standards Institute sells ANSI standards, and also
|> >ISO (international) standards.  Their sales office is at 1-212-642-4900,
|> >mailing address is 1430 Broadway, NY NY 10018.  It helps if you have the
|> >complete name and number.
|> >
|> >Some useful numbers to know:
|> >
|> >CGM (Computer Graphics Metafile) is ISO 8632-4 (1987).  GKS (Graphical
|> >Kernel System) is ANSI X3.124-1985.  PHIGS (Programmer's Hierarchical
|> >Interactive Graphics System) is ANSI X3.144-1988.  IGES is ASME/ANSI
|> >Y14.26M-1987.  Language bindings are often separate but related numbers;
|> >for example, the GKS FORTRAN binding is X3.124.1-1985.
|> 
|> 	Are any of the above ISO standards ??? If so, does anybody have the
|> 	relavent ISO standards numbers ... thanks ....

PHIGS:  ISO 9593
PHIGS FORTRAN 77 Binding:  ISO 9593-1
PHIGS ADA Binding:  ISO 9593-3
PHIGS C Binding:  ISO 9593-4

-- 
---------------------------------------------------------------------
 Joseph Stewart
 Senior Applications Engineer (FIGARO+, FIGt, FIGraph)
 Liant Software Corporation
 959 Concord Street 
 Framingham MA 01701-4613 (USA)
 508-872-8700 x340
 joes@lpi.liant.com -- {uunet,necntc,drilex}!lpi!joes
---------------------------------------------------------------------
Newsgroups: comp.graphics
From: tracey@ri.cs.wm.edu (Tracey Beauchat)
Subject: Duplicate Vertices in a Vertex Table
Organization: College of William & Mary, founded 1693
Date: Thu, 12 Nov 1992 15:44:48 GMT

Can anyone give me any pointers to algorithm for removing
duplicate vertices in a polygon mesh vertex table?  The mesh
is described by a vertex table followed by a polygon table.
The polygon table describes polygons by indices into the
vertex table.

-Thanks for any help
Tracey


-------------------------------------------------------------------
                        Tracey A. Beauchat
-------------------------------------------------------------------
*********   *********   ********
*********   ***   ***   ***   ***    The College of William & Mary
   ***      *********   ********     Department of Computer Science
   ***      ***   ***   ***   ***    Williamsburg, VA  23185
   ***      ***   ***   ********
-------------------------------------------------------------------
       EMAIL: tracey@cs.wm.edu         PHONE: (804)221-3468
-------------------------------------------------------------------
         <-[ " The truth is a virus! " - Harry Hardon ]->

Newsgroups: comp.graphics
From: uselton@wk207.nas.nasa.gov (Samuel P. Uselton)
Subject: Re: polyhedron/polyhedron intersection
Keywords: 3d graphics, intersection
Organization: NAS, NASA Ames Research Center, Moffett Field, California
Date: Wed, 11 Nov 92 18:59:59 GMT
Summary: Hollasch's suggestion is not sufficient


Polyhedra may intersect without either polyhedron containing any VERTICES 
of the other.  Think about modeling a spike through a board.  If they
are both convex, things are relatively well understood and handled.
But if either or both are non-convex, things rapidly get ugly.  Detecting
the existance of an intersection is easier than finding the intersection
exactly.

I addressed this problem a bit in my dissertation, around 1981.  You
can usually gain substantial speed-up in finding the intersection
through the use of coherence.  Once a single pair of intersecting polygon
are found, one can follow the line of intersection until it closes back
onto itself.  The bad news is there can be O(n**2) separate polyhedra
resulting from the intersection of two polyhedra.  As an example,
imagine a crude model of a hand, with a variable number of fingers, say j.
My crude model of the hand uses 4j + 4 polygons.  Take two such models
and arrange them at 90 degrees, so that corresponding fingers interpenetrate.
Now make the number of fingers, j, LARGE.  YUK.

Sam Uselton		uselton@nas.nasa.gov	
employed by CSC		working for NASA (Ames) 	speaking for myself
	
Newsgroups: comp.graphics
From: leander@rkw-risc.cs.up.ac.za (Leander Conradie)
Subject: Raytracing a spline patch : Help Wanted
Date: 11 Nov 92 21:13:22 GMT
Organization: University of Pretoria, South Africa
Keywords: spline raytrace patch graphics


Does anyone know a formula for an intersection between a spline patch (Bezier
or Hermite) and a ray in 3d-space?     

Any help would be greatly appreciated.

leander conradie
--------------------->
leander@rkw-lan.cs.up.ac.za

Newsgroups: comp.graphics
From: robert@slipknot.rain.com (Robert Reed)
Subject: Re: New stereogram technique
Reply-To: robert@slipknot.rain.com.UUCP (Robert Reed)
Organization: Home Animation Ltd.
Date: Tue, 10 Nov 1992 21:16:52 GMT

|In an article dalessio@rtsg.mot.com (Mario D'Alessio) writes:
|
|In the mail I just received an advertisement from N.E.
|Thing Enterprises, the makers of "Stare-EO", the random dot
|stereogram creator.  On the front is a stereogram of a
|frog. But the cool thing is that when you view the image,
|you can't detect any "layers" in the image.
| 
|Those of you who viewed the stereograms posted here before
|know that the stereograms are created from layers. A sphere
|is actually created of layered circles which can be easily
|detected. With the new technique, you'll see a smooth sphere.

Well, I've seen ads for N.E. Thing images in popular magazines, and in every
case, the images are definitely layered.  They look to me like a series of
successively smaller rings, each with random dots scattered upon them.
________________________________________________________________________________
Robert Reed			Home Animation Ltd.		503-656-8414
robert@slipknot.rain.com	5686 First Court, West Linn, OR 97068

When I'm really bored, I hope to drive downtown, get a great parking spot,
then sit in my car and count how many people asked me if I'm leaving.
--Steve Wright
________________________________________________________________________________
From: govind@point.cs.uwm.edu (Govind Seshadri)
Newsgroups: comp.graphics
Subject: What is this Grayscaling Formula called ??
Date: 12 Nov 1992 23:34:17 GMT
Organization: University of Wisconsin, Milwaukee
Distribution: world
NNTP-Posting-Host: 129.89.2.5


Hello All!

I was wondering as to what the following formula which obtains the
corrosponding Grayscale (luminance) of the RGB triplet was called ?
i.e. what is the name of this formula...

Grayscale =  0.299 * Red + 0.587 * Green + 0.114 * Blue ;

What are the origins or the logic behind specifying these values ?

I have experimented with different values for the same but obviously
these seem to give me the best results.....

Thanks in advance.

Govind
From: graemekl@cnsvax.uwec.edu
Newsgroups: comp.graphics
Subject: HELP! Unwanted dithering in PhotoShop!
Date: 10 Nov 92 23:33:13 -0600
Organization: University of Wisconsin Eau Claire

I'm having a problem with image quality in Adobe Photoshop.

When I switch modes in PhotoShop from the raw graphics data (say from a
scanner) and go to either RGB or CMYK it gives me what looks like a dithering
effect.

The Mac's in 8-bit, but that shouldn't be the problem, since the raw graphics
look beautiful.  I've also reproduced the problem on a number of machines, so
it doesn't seem like just some isolated quirk.  Does anyone have any ideas
why this might be happening?

Kevin Graeme,
GRAEMEKL@CNSVAX.UWEC.EDU
From: mcdaniel@merlin.cvs.rochester.edu (Scott McDaniel)
Newsgroups: comp.graphics
Subject: Macromedia's Swivel 3-D
Keywords: 3-D rotation
Date: 12 Nov 92 17:39:34 GMT
Organization: University of Rochester, Rochester NY


   I'm trying to build 3-D visual stimuli and then rotate them in depth
as part of a research project.  I'm looking for a) a net address, 
b) a telephone number, or c) a U.S. mail address for Macromedia.    
They make the Swivel 3-D package for the Mac, and I'd like to get a 
demo disk of some sort.

   Please reply to mcdaniel@cvs.rochester.edu if you can help.

	   Thanks,
		     Scott McDaniel
		     U. of Rochester
Newsgroups: comp.graphics,comp.graphics.animation
From: morley@camins.camosun.bc.ca
Subject: Re: Info on these 3d animator software
Organization: Camosun College
Date: Thu, 12 Nov 1992 16:49:29 GMT

In article <1992Nov11.211314.10731@philabs.philips.com>, kkt@philabs.philips.com (Kim-Kiat Tan) writes:
> In article <1992Nov11.025302.28624@midway.uchicago.edu> chrisw@fciad2.bsd.uchicago.edu (chris williams) writes:
>>In article <1992Nov5.083408.7517@u.washington.edu> eylerken@u.washington.edu writes:
>>>
>>>   I would like some information about these products, what you like, featur,
>>>bad, etc.
>>>
>>>     1.       3D studio ( now I see one by autodesk at ver 2.0, is this the sae
>>>                          one that everyone tells me is so great? >
>>>
>>>     2.       Topas 4.0 by at&t I believe
>>>
>>>     3.       Digital Arts DGS 3.3
>>>
>>>and I would like to know if there is a student price for these programs.
>>
>>   If I were just starting out, and had no previous experience with any
>>of these programs I would probably go with 3D Studio. It is the only one
>>of these that is currently being developed at a reasonable pace. Topas
>>is Crystal 3D with a more interactive face grafted on, and GSL (the
>>former graphic software arm of AT&T) believes in tiny improvments at
>>high prices. Digital Arts fired their tech support guy, and seems to
>>want to dump the PC product in favor of a product for the Indigo.
>>
>>   Autodesk seems likely to be the most likely to offer a student price,
>>as they offer one on AutoCad. 
>>
> 	The last time I asked about the student price, it's about $1500.00.
> Any student has the kind of money ?

Not true!  We've purchased both 3DS *and* Autocad at student prices.  We
paid about $900 Canadian for 3DS (*After* taxes) and about $1000 for
Autocad.  In USA bucks it should be even less.  This was 3DS 2.0 and 
Autocad release 11.

MARK
morley@camins.camosun.bc.ca

Newsgroups: comp.graphics
From: sld@etta.auc.edu (Steven Louis Davis)
Subject: Looking for Undergrad Text for Graphics Course
Organization: Spelman College, ATL, GA, USA
Date: Thu, 5 Nov 1992 15:13:48 GMT
X-Posted-From: etta.auc.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

I'm looking for a textbook for a one semester undergraduate
course in computer graphics that uses X.  What I had in mind
is something like Foley/VanDamme only cheaper and using examples
with the C/Xlib binding.  If anyone out knows of such a book
please respond via email to

	sld@etta.auc.edu

Thanks in advance
************************************************************************
* Steve Davis ***************************** internet: sld@etta.auc.edu *
* Spelman College ************************* telephone: (404) 223-7626 **
* 350 Spelman Lane S.W. ******************* fax: (404) 659-8930 ********
* Atlanta, Georgia  30314 ** this space intentionally left blank--oops**
************************************************************************
-- 
************************************************************************
* Steve Davis ***************************** internet: sld@etta.auc.edu *
* Spelman College ************************* telephone: (404) 223-7626 **
* 350 Spelman Lane S.W. ******************* fax: (404) 659-8930 ********
From: 00rbspelman@leo.bsuvc.bsu.edu
Newsgroups: comp.graphics
Subject: Re: Animation using gif or jpeg files. Conversion to .gl or .fli?
Date: 6 Nov 92 18:22:37 GMT
Organization: Ball State University, Muncie, In - Univ. Computing Svc's

In article <1992Nov5.214002.23583@comp.lancs.ac.uk>, davei@comp.lancs.ac.uk (Mr D Ingles) writes:
> In article <1992Nov5.145446.2270@sol.ctr.columbia.edu> anselmo@cumesb.mech.columbia.edu (Andrew P. Anselmo) writes:
> 
>>I'm vaguely aware of some stuff like xgrasp and xflick, which show
>>.gl and .fli files, which show some good animation.  Is there anyway for
>>me to take a group of files, and put them together in this format for 
>>animation purposes?  Thanks.
> 
> There is a program called 'dta' (I think) that can be found amongst some
> of the 'pov' ray tracing software that will take a run of .gif's and
> merge them into a .fli animation. 
> 
> 
> Davei

	Quick question: Say you have a 640x480(?)  16-color picture you want to
use for your run of .gif's.  You have say, 8 of these in a series.  Separately
these files would take up around 1meg of disk space total, right?  Now, when
you take the run of .gif's and merge them into a .fli animation,  will the
.fli file(s?) take up MORE or LESS space?  

Robert B. Spelman				00RBSPELMAN@BSUVC.BSU.EDU
Ball State University					or
Muncie, IN					rspelman@bsu.cs.bsu.edu
Newsgroups: comp.graphics
From: dsg@ecrc.de (Douglas S. Greer)
Subject: Image and Film recorders
Reply-To: dsg@ecrc.de
Organization: European Computer industry Research Centre GmbH.
Date: Mon, 9 Nov 1992 16:34:17 GMT

We are considering various low to mid-priced film and image (color
postscript) recorders to attach to Sun workstations.  In particular
we are considering the Agfa, Laser Graphics and Presentation
Technologies 35 mm image recorders, and the Seiko and QMS color
postscript printers.

Does anyone have any suggestions, recommendations or warnings
regarding various products ?

Thanks in advance,

-dsg




Newsgroups: comp.graphics
From: andy@osea.demon.co.uk (Andrew Haveland-Robinson)
Subject: VIVID raytracer ? 
Distribution: world
Organization: Haveland-Robinson Associates
Date: Fri, 6 Nov 1992 10:21:02 +0000


In article <Bx9E7u.6wn@plato.ds.boeing.com> coy@ssc-vax.UUCP writes:

>In article <720794191snx@osea.demon.co.uk> andy@osea.demon.co.uk (Andrew> Haveland-Robinson) writes:
>>I think POV is quicker too.
>
>Yes, POV is quicker as long as the number of primitives in the scene
>is small enough to count on your fingers and you don't use
>antialiasing.  Instead of rendering 3 spheres over a checkerboard
>and declaring POV quicker try 3000 or even 30,000 primitives.
>
>Stephen Coy
>coy@ssc-vax.boeing.com

Hi Stephen...

I'll try something large and quantitative - but I rendered a well-bounded
subject in PoV consisting of over 100,000 smooth_triangles (10Mb input file)
at a respectable size, with anti-aliasing and it traced surprisingly
quickly. There were several layers of alpha textures, multiple reflective
ripples, a large height field and an image_map.

This PoV source (westsol2.zip 658k - unzips to 2.5Mb) is available from:

   ftp.informatik.uni-oldenburg.de (134.106.1.9)
   pub/dkbtrace/incoming  (at the moment, will be moved into a dir soon)

It is a lofted classic yacht I produced from the plans and dropped in a
created scene, about three days work.

This seems to be an emerging site for POV files,
Check out pub/dkbtrace/scenes or incoming too.

Vivid can certainly create more lifelike surfaces, but using it to render
several thousand triangles was slower than the equivalent PoV - is there any
room for improvement on the bounding allocation algorithm? 

Do keep up the good work Stephen, Vivid is still one of my favourites.
(I've worked out a way of creating 3d Adobe fonts for vivid and pov -
mostly by using complex Word 4 Windows macros(!) - the results look good.)

Cheers
Andy.

+-----------------------------------------------------------------------+
| Haveland-Robinson Associates   | Email: andy@osea.demon.co.uk         |
| 54 Greenfield Road, London     |        ahaveland@cix.compulink.co.uk |
| N15 5EP England. 081-800 1708  | Also:  0621-88756 081-802 4502       |
+-----------------------------------------------------------------------+
>>>> Those that can, use applications. Those that can't, write them! <<<<
Newsgroups: comp.graphics