TITLE: The End Of...
NAME: Internet Movie Project(submitted by Tom Galvin)
COUNTRY: International
EMAIL: webmaster@imp.org
WEBPAGE: http://www.imp.org/
TOPIC: The end of...
COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT.
MPGFILE: imp_001.mpg
ZIPFILE: imp_001.zip
RENDERER USED: 
    Povray 3.5, povcyg

TOOLS USED: 
    ImpFarm, IMPEdit, TMPGEnc, Samplitude, SoundForge, PaintShop Pro

CREATION TIME: 
    Every bit of our spare time

HARDWARE USED: 
    Lots of PCs all over the world, from 200MHz to 3.0 GHz.

ANIMATION DESCRIPTION: 


The end is inevitable.  Sooner or later the sands of time run out...


VIEWING RECOMMENDATIONS: 
    Dim the lights, glass of wine, light some candles

DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: 


Over a period of 3 months, a team of modelers, writers, animators, 
artists and technical specialists networked at "The Internet Movie 
Project" to organize this production. Frames were created using 
POV-Ray 3.5 and rendered on the IMPFarm, a world-wide frame rendering 
system that uses many computers (the farm) to generate the individual 
frames and send them to a repository. The project was headed by Oscar 
Pena, Producer, and modelers/animators from all over the world submitted 
images, scripts, fonts and code to create this animation. Individual 
contributor comments follow:

From Sascha Ledinsky:
=====================
The glass and the sand in it are CSG models, created with a macro to get 
glasses of different size filled with sand to different levels.

The falling sand-grains are computed by a macro (a simple particle system).

The bricks in the room are round-cubes, a macro fills the wall with bricks 
of random size.

The flames (of the torches) are actually 2D pigments, created with a 
user-defined function (another simple particle system). The flames use 3 
small, moving area-lights to produce the dancing shadows.

The animated 2D silhouette (which casts the moving shadow into the corridor) 
is a prism using bezier-curves. A macro interpolates the control-points of 
the bezier-curves between 3 different shapes.


From Bob Dobbins:
====================
Imagemap for Title graphic was done in Paint Shop Pro.

Soundtrack, recorded using Samplitude 2496, LynxOne audio card, synthesizers: 
Kurzweil K2500, Alesis QSR, Roland GS64 on 10 tracks of audio. Other software 
used: TMPGenc, VideoMach and Sound Forge.

Many of the sounds were created at the home studio. We recorded footsteps, 
fire, sand, keys (actually wrenches), chains and a bunch of other stuff. The 
flapping bat wing sound was created by taping a piece of clear plastic between 
two sticks and shaking it up and down.


From Dennis Borree:
====================
The reaper model was created with HamaPatch.

The bats are a merge of CSG wings and blob body.

The hourglass holder are various different rods and bases made of CSG 
components.

The web macro was created by Remco de Korte.

A macro was created to give random sizes for the web.

A fill macro was created to create random hourglass holder styles to go 
with random hourglass glass sizes to fill the shelves and place the webs 
in the corners of the shelves.

A name plate macro was used to distribute random name in unreadable fonts 
to the hourglasses plus make the readable name plates for the five major 
hourglasses.

The torch and scythe are CSG models.

The skeleton hand is made up of individual blob objects.


From Tom Galvin:
====================
The IMP Logo was created by Lance Birch.  Postprocessing was done with a
new utility created by Sascha for the project, called IMP-Edit.  IMP-Edit 
allows you to add transitions like fades/cuts/wipes between frames rendered 
by POV-Ray.  IMP-Edit will be hosted on sourceforge just like IMPFarm 
currently is.


From Andy Read:
===================
OK, the spider's agent has sent me the following press release:
I come from humble stick and ball origins in an obscure C program over 
10 years ago. My recent conversion to POV-Ray SDL left me no less obscure. 
My beauty is in my Inverse Kinematics which keep my feet firmly on the 
ground when not strutting the web-walk. You'll see more of me (both in 
time and space) when I can grow a fur coat and another pair of legs
 - I'll be back...







