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ARM Club 1
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1991-01-10
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39 lines
a) It's not actually my teapot (the original data was
designed by a chap called Martin Newall, and is now one
of the standard items in computer graphics literature).
b) The original data was in parametric bicubic Bézier
patch form, and the thought of rendering it directly
made my brain overheat; so I converted the data to
polygon format (64 polygons per patch).
c) I rendered the polygons using my own Gouraud-
shading routine (which incorporates a simple pixel-
dithering algorithm) and a quasi-Phong shading model to
give a metallic sheen. There are 77 frames in all,
depicting the teapot rotating about two axes at once.
d) Each frame took a couple of minutes to generate
(even with the whole rendering process running in ARM
code, this is still pretty slow compared to dedicated
graphics hardware).
e) The frames are individually compacted using an
extremely tacky run-length-encoding procedure of mine
and take up far more space than need be.
f) As a result of the rendering methodology, the end
result is covered in digital artifacts, both spatial
and temporal (particularly noticeable if you watch the
spout). The decompactor only runs at 25 Hz and so
this doesn't help either.
So despite Jonathon's enthusiasm, perhaps you can
understand why I don't shout about it from the hills.
I guess it's not bad for a quick sketch, but there's
certainly a lot of room for improvement. I might have
a go at ray-tracing it at some stage, but at the moment
there are various things like earning a living and
studying for a degree which get in the way !
Zeus