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Groups > comp.lang.postscript > #2350 > unrolled thread

globes.ps -- how does it work?

Started byRoss Presser <rpresser@gmail.com>
First post2015-09-28 15:28 -0700
Last post2015-09-29 03:33 -0700
Articles 6 — 4 participants

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  globes.ps -- how does it work? Ross Presser <rpresser@gmail.com> - 2015-09-28 15:28 -0700
    Re: globes.ps -- how does it work? Ross Presser <rpresser@gmail.com> - 2015-09-28 15:29 -0700
      Re: globes.ps -- how does it work? luser- -droog <mijoryx@yahoo.com> - 2015-09-28 22:01 -0700
      Re: globes.ps -- how does it work? Maurizio Loreti <mlo@foobar.it> - 2015-09-30 08:31 +0200
    Re: globes.ps -- how does it work? jdaw1 <jdawiseman@gmail.com> - 2015-09-29 03:26 -0700
      Re: globes.ps -- how does it work? jdaw1 <jdawiseman@gmail.com> - 2015-09-29 03:33 -0700

#2350 — globes.ps -- how does it work?

FromRoss Presser <rpresser@gmail.com>
Date2015-09-28 15:28 -0700
Subjectglobes.ps -- how does it work?
Message-ID<09549e82-49cc-40a6-a28d-c2716573813d@googlegroups.com>
A mere 11 densely-packed lines of postscript, that produces a raytraced scene
of reflecting spheres. How on earth does it work?


A/copy/p/floor/q/gt/S/add/n/exch/i/index/J/ifelse/r/roll/w/div/H{{loop}stopped
Y}def/t/and/C/neg/T/dup/h/exp/Y/pop/d/mul/s/cvi/e/sqrt/R/rlineto{load def}H 300
T translate(V2L&1i2A00053r45hNvQXz&vUX&UOvQXzFJ!FJ!J!O&Y43d9rE3IaN96r63rvx2dcaN
G&140N7!U&4C577d7!z&&93r6IQO2Z4o3AQYaNlxS2w!!f&nY9wn7wpSps1t1S!D&cjS5o32rS4oS3o
Z&blxC1SdC9n5dh!I&3STinTinTinY!B&V0R0VRVC0R!N&3A3Axe1nwc!l&993dC99Cc96raN!a&1CD
E&YYY!F&&vGYx4oGbxSd0nq&3IGbxSGY4Ixwca3AlvvUkbQkdbGYx4ofwnw!&vlx2w13wSb8Z4wS!J!
c&j1idj2id42rd!X&4I3Ax52r8Ia3A3Ax65rTdCS4iw5o5IxnwTTd32rCST0q&eCST0q&D1!&EYE0!J
&EYEY0!J0q!x&jd5o32rd4odSS!K&WCVW!Q&31C85d4!k&X&E9!&1!J!v&6A!b&7o!o&1r!j&43r!W)
{( )T 0 4 3 r put T(/)q{T(9)q{cvn}{s}J}{($)q{[}{]}J}J cvx}forall 270{def}H
K{K{L setgray moveto B fill}for Y}for showpage

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#2351

FromRoss Presser <rpresser@gmail.com>
Date2015-09-28 15:29 -0700
Message-ID<228d76a9-5254-4def-8e9f-6b04e82d7c62@googlegroups.com>
In reply to#2350
On Monday, September 28, 2015 at 6:29:03 PM UTC-4, Ross Presser wrote:
> A mere 11 densely-packed lines of postscript, that produces a raytraced scene
> of reflecting spheres. How on earth does it work?

typo: there should be a slash / before the A on the first line.

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#2352

Fromluser- -droog <mijoryx@yahoo.com>
Date2015-09-28 22:01 -0700
Message-ID<672be6ec-ab27-4e74-84d2-7aa212b44963@googlegroups.com>
In reply to#2351
On Monday, September 28, 2015 at 5:29:48 PM UTC-5, Ross Presser wrote:
> On Monday, September 28, 2015 at 6:29:03 PM UTC-4, Ross Presser wrote:
> > A mere 11 densely-packed lines of postscript, that produces a raytraced scene
> > of reflecting spheres. How on earth does it work?
> 
> typo: there should be a slash / before the A on the first line.

There's a very nice write-up of the C++ here:
http://fabiensanglard.net/rayTracing_back_of_business_card/

I think these are all based on the Paul Heckbert et al. version
from Graphics Gems IV. All the golfed postscript ones I've looked
at were derived from this PS program, itself derived from Heckbert
et al. https://www.cs.cmu.edu/~ph/src/minray/minray.ps.code

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#2355

FromMaurizio Loreti <mlo@foobar.it>
Date2015-09-30 08:31 +0200
Message-ID<m2oagkfmfu.fsf@pd.infn.it>
In reply to#2351
Ross Presser <rpresser@gmail.com> writes:

> On Monday, September 28, 2015 at 6:29:03 PM UTC-4, Ross Presser wrote:
>> A mere 11 densely-packed lines of postscript, that produces a raytraced scene
>> of reflecting spheres. How on earth does it work?
>
> typo: there should be a slash / before the A on the first line.

A classic Amiga screenshot...

-- 
(@_  | Maurizio Loreti
//\  |
V_/_ | EMail/ROT13: Znhevmvb.Ybergv@tznvy.pbz

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#2353

Fromjdaw1 <jdawiseman@gmail.com>
Date2015-09-29 03:26 -0700
Message-ID<20956ce0-5b7d-449f-a7ce-e638ea0c668c@googlegroups.com>
In reply to#2350
That is very impressive coding.

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#2354

Fromjdaw1 <jdawiseman@gmail.com>
Date2015-09-29 03:33 -0700
Message-ID<50e0f9cf-6f58-40c8-88e6-6c13603156d6@googlegroups.com>
In reply to#2353
... but a natively PostScript version should be calling shfill rather than painting pixels.

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