This page contains the following images at 800x600 resolution:
Citizen Chronograph Watch
The first image is an accurate rendering of a 60,000 polygon watch
model that was imported into the NuGraf Rendering System from a 3D Studio file.
The watch uses 5 texture maps: two for the watch face, one for the
numerals around the watch face, one for the gold reflection map and
one for the wrist band texture. Notice the high quality anti-aliasing of
the texture on the watch face. There is also a spot light source that is
casting subtle shadows of the minute and hour hands onto the watch face.
Copyrights: the original 3D Studio model was obtained from the 3D Cafe
Internet WEB site and was created by Adriano Del Fabbro of Italy.
TGV Train Station
The second image is highly complex scene (112,000 polygons) of a TGV train station
modeled by Isao Nagoaka of DigiArchitecture using Form/Z. The raw
polygon model data was exported from Form/Z to NuGraf via multiple 3d data files
in the Wavefront format. Once imported, NuGraf's 'Selector Window' was used
to quickly organize all the pieces into neatly organized hierarchical groups
that could easily be picked and manipulated. Texture coordinates were then
added to specific models. Subsequently, all textures and
materials were selected and assigned to the surfaces using NuGraf.
Of particular interest is the point light source which has been placed inside
of the train station and which casts shadows through the glass onto the
inside-top roof of the building. NOTE: these shadows were not ray traced
even though they appear to be so (sharp shadows are typical of a ray tracer);
rather, all the shadows were created automatically by 6 shadow maps of
Copyrights: Isao Nagoaka of DigiArchitecture.
Mark Zadel's "Bright Room"
The last image is another scene created by Okino's Mark Zadel. Mark was given a real picture of this room which originally appeared in an architectural magazine and was asked to
simulate the image to the best of his abilities using the NuGraf Rendering System software. Mark set forth to model the room and all the objects using Lightwave then used
the NuGraf Rendering System software to arrange the objects in the room, create the various materials, assign texture maps, place light sources and render the final image.
Of particular interest in this scene are the shadows which shine from the right side of the room onto the back wall - notice how well defined and sharp they are. Also, all
plants and bushes seen in the image are actually bitmap images that have been texture mapped onto rectangular polygons (the black areas in the bitmap images have been made
transparent using NuGraf's alpha channel capabilities). The mountain seen through the windows is a bitmap image placed in the background of the scene.
The final rendered image consisted of 60,000 polygons, 37 texture maps and used 3 light sources (all of which cast shadows).
Copyright (c) Okino Computer Graphics, All Rights Reserved.
This image was created by John Loftus of Loftus Design, Inc. with the
intent of using it as a backdrop for another proprietary 3D model (unseen). We
included this image here because of its pleasing color tones and its
good example of NuGraf's ray tracing capabilities. The glass bricks were
modeled by John using EurekaGold (Cad.Labs). The coloration artifacts shown
on the bricks are due to the heavy JPEG compression performed on this image.
Copyright (c) John Loftus Design Inc. All Rights Reserved.
Mechanical Study Mock-Up
This is an excellent example of how complex images with the look of "radiosity" can
be rendered quickly and efficiently with the NuGraf Rendering System.
The scene was created by Mr. Jim Mattison (Verity Grafix) in AutoCAD
r12 using AME solids then exported to the NuGraf Rendering System via DXF for rendering.
The scene consists of 307,700 polygons. To simulate the soft shadows and diffuse
interreflections typical of a radiosity rendering Mr. Mattison added 18 light sources to the scene
(16 point lights and 2 spot lights) of which 12 of the point lights and the 2 spot lights
casted shadows. NuGraf's "shadow map" shadow casting algorithm was used to create the nice
soft shadows quickly and in a conservative amount of memory (all shadow maps were
computed at a resolution of 512x512 pixels).
A scene of this complexity and large number of lights would normally bring
most rendering programs to their knees. However, NuGraf was able to efficiently
render it on a simple P75 Pentium computer with only 32Mb of memory (running Windows NT).
This is achieved through NuGraf's efficient memory allocator which allocates and
deallocates memory on a per-object, per-polygon and per-vertex basis.
Copyrights: The image is owned and copyrighted by Integrated Environmental Technologies (IET) and