diff -c Doc/Guide/camera.tex Doc/Guide/camera.tex *** Doc/Guide/camera.tex Tue Mar 1 01:42:17 1994 --- Doc/Guide/camera.tex Sun Feb 9 22:04:03 1992 *************** *** 168,196 **** in no stereo effect at all. A separation equal to one tenth the distance from the camera to the look point is often a good choice. - - If you want to generate stereo pairs with parallel optical axes this option - will {\em not} work, because it only affects the camera position. Instead, - you must explicitly change both the camera - position ({\tt eyep}) and the look point ({\tt lookp}). One way to do this - is to invoke the C preprocessor in the source file, and use the {\tt-P} - command line option, e.g.: - - \begin{verbatim} - #ifndef X - #define X 0 - #endif - - lookp X 0 0 - eyep X -8 0 - \end{verbatim} - - \noindent (followed by) - - \begin{verbatim} - rayshade -P -DX=.5 - rayshade -P -DX=-.5 - \end{verbatim} - - If you want to quantify the distance to objects in the scene, refer to - Appendix D for information about generating Range Maps (Z buffer output). --- 168,170 ---- diff -c Doc/Guide/guide.tex Doc/Guide/guide.tex *** Doc/Guide/guide.tex Tue Mar 1 03:00:15 1994 --- Doc/Guide/guide.tex Sun Feb 9 22:03:09 1992 *************** *** 20,29 **** \title{Rayshade User's Guide and Reference Manual} \author{Craig E. Kolb} \date{Draft 0.4 \\ ! January 10, 1992 \\ ! Revised February 28, 1994\thanks{Additional documentation describes the ! Range Map (Z Buffer) extension implemented at Carnegie Mellon by Mark ! Maimone ({\tt mwm@cmu.edu}).}} \begin{document} \maketitle \pagenumbering{roman} --- 20,26 ---- \title{Rayshade User's Guide and Reference Manual} \author{Craig E. Kolb} \date{Draft 0.4 \\ ! January 10, 1992} \begin{document} \maketitle \pagenumbering{roman} *************** *** 43,47 **** \input{options} \input{animate} \input{height} - \input{zbuf} \end{document} --- 40,43 ---- diff -c Doc/Guide/objects.tex Doc/Guide/objects.tex *** Doc/Guide/objects.tex Tue Mar 1 01:29:49 1994 --- Doc/Guide/objects.tex Sun Feb 9 22:04:17 1992 *************** *** 150,157 **** perturbations of the unit square in the $z=0$ plane, and is rendered as a surface tessellated by right isosceles triangles. \end{defprim} ! See Appendix C for a discussion of the format of a height field file, and ! see Appendix D for information on creating heightfield files using Rayshade. Height field inverse mapping is straight-forward: $u$ is the $x$ coordinate of the point of intersection, $v$ the $y$ coordinate. --- 150,156 ---- perturbations of the unit square in the $z=0$ plane, and is rendered as a surface tessellated by right isosceles triangles. \end{defprim} ! See Appendix C for a discussion of the format of a height field file. Height field inverse mapping is straight-forward: $u$ is the $x$ coordinate of the point of intersection, $v$ the $y$ coordinate. diff -c Doc/Guide/options.tex Doc/Guide/options.tex *** Doc/Guide/options.tex Tue Mar 1 03:17:32 1994 --- Doc/Guide/options.tex Sun Feb 9 22:04:03 1992 *************** *** 218,233 **** This option is provided to facilitate changing and/or examining a small portion of an image without having to re-render the entire image. - - \begin{defkey}{-z}{{\em filename}} - Generate a Range Map (i.e., Z buffer). - \end{defkey} - This option creates a range image, where pixel values are not intensities - but the floating point {\em distance} to the nearest object imaged at - that pixel (see Appendix D for details). Three output formats are - available, use the filename suffix to select it: - \begin{tabular}{ll} - {\tt .hf} & Heightfield Format (default) \\ - {\tt .txt} & Text Format \\ - {\tt .etxt} & Expanded Text Format - \end{tabular} --- 218,220 ---- diff -c Doc/Guide/running.tex Doc/Guide/running.tex *** Doc/Guide/running.tex Tue Mar 1 01:12:53 1994 --- Doc/Guide/running.tex Sun Feb 9 22:04:15 1992 *************** *** 5,12 **** time required is a function of the speed of the machine(s) on which you're working, the complexity of the scene, and how ``good'' you want ! the final image to be. % \footnote{Appendix D describes some simple ! % ways to accelerate the rendering process.} -- NONEXISTANT!! (mwm) Creating a finished ray-traced image is an iterative process. Usually, many test renderings are made at low resolution and with --- 5,12 ---- time required is a function of the speed of the machine(s) on which you're working, the complexity of the scene, and how ``good'' you want ! the final image to be. \footnote{Appendix D describes some simple ! ways to accelerate the rendering process.} Creating a finished ray-traced image is an iterative process. Usually, many test renderings are made at low resolution and with *************** *** 180,188 **** {\em Right} and {\em top} must be less than or equal to one. If {\em left} is greater than {\em right}, the two values are swapped, and similarly for {\em bottom} and {\em top}. - - The Range Map or {\em Z Buffer} output file (see Appendix D) will also obey - the {\tt screen}, {\tt window} and {\tt crop} commands. {\em Gamma correction} may also be applied to the three output color channels. See Appendix A for more details. --- 180,185 ----