
@C4@M@bProgram Description


The Persistence of Vision(tm) Ray-Tracer creates three-dimensional,
photo-realistic images using a rendering technique called ray-tracing. It
reads in a text file containing information describing the objects and
lighting in a scene and generates an image of that scene from the view point
of a camera also described in the text file. Ray-tracing is not a fast
process by any means, but it produces very high quality images with realistic
reflections, shading, perspective and other effects.

2.1              What is Ray-Tracing?

Ray-tracing is a rendering technique that calculates an image of a scene by
shooting rays into the scene. The scene is built from shapes, light sources,
a camera, materials, special features, etc.

For every pixel in the final image one or more viewing rays are shot into the
scene and tested for intersection with any of the objects in the scene.
Viewing rays originate from the viewer, represented by the camera, and pass
through the viewing window (representing the final image).

Every time an object is hit, the color of the surface at that point is
calculated. For this purpose the amount of light coming from any light source
in the scene is determined to tell whether the surface point lies in shadow
or not. If the surface is reflective or translucent new rays are set up and
traced in order to determine the contribution of the reflected and refracted
light to the final surface color.

Special features like inter-diffuse reflection (radiosity), atmospheric
effects and area lights make it necessary to shoot a lot of additional rays
into the scene for every pixel.

2.2              What is POV-Ray?

The Persistence of Vision(tm) Ray-Tracer was developed from DKBTrace 2.12
(written by David K. Buck and Aaron A. Collins) by a bunch of people, called
the POV-Team(tm), in their spare time. The headquarters of the POV-Team is in
the POVRAY forum on CompuServe (see "POV-Ray Forum on CompuServe" for more
details).

The POV-Ray(tm) package includes detailed instructions on using the
ray-tracer and creating scenes. Many stunning scenes are included with
POV-Ray so you can start creating images immediately when you get the
package. These scenes can be modified so you don't have to start from
scratch.

In addition to the pre-defined scenes, a large library of pre-defined shapes
and materials is provided. You can include these shapes and materials in your
own scenes by just including the name of the shape or material and their name
of their appropriate source file.

Here are some highlights of POV-Ray's features:

  * Spotlights, cylindrical lights and area lights for sophisticatedre.ures.
  * Basic shape primitives such as ... spheres, boxes, quadrics, cylinders,
  * Advanced shape primitives such as ... torii (donuts), bezier patches,
    height fields (mountains), blobs, quartics, smooth triangles, text,
    fractals, superquadrics, surfaces of revolution, prisms, polygons, lathes
  * Shapes can easily be combined to create new complex shapes using
    Constructive Solid Geometry (CSG). POV-Ray supports unions, merges,
  * Objects are assigned materials called textures (a texture describes the
  * Built-in color and normal patterns: Agate, Bozo, Bumps, Checker, Crackle,
    Dents, Granite, Gradient, Hexagon, Leopard, Mandel, Marble, Onion,
    Quilted, Ripples, Spotted, Sprial, Radial, Waves, Wood, Wrinkles and
  * Users can create their own textures or use pre-defined textures such as
  * Combine textures using layering of semi-transparent textures or tiles of
  * Display preview of image while computing (not available on all
  * Continue rendering a halted partial scene later.

2.3              Which Version of POV-Ray should you use?

POV-Ray can be used under MS-DOS, Windows 3.x, Windows for Workgroups 3.11,
Windows 95, Windows NT, Apple Macintosh 68k, Power PC, Commodore Amiga,
Linux, UNIX and other platforms.

The latest versions of the necessary files are available over CompuServe,
Internet, America Online and several BBS's. See section "Where to Find
POV-Ray Files" for more info.

2.3.1            IBM-PC and Compatibles

Currently there are three different versions for the IBM-PC running under
different operating systems (MS-DOS, Windows and Linux) as described below.

2.3.1.1          MS-DOS

The MS-DOS version runs under MS-DOS or as a DOS application under Windows
95, Windows NT, Windows 3.1 or Windows for Workgroups 3.11. It also runs
under OS/2 and Warp.

Required hardware and software:

  - About 6 meg disk space to install and 2-10 meg or more beyond that for
  - A text editor capable of editing plain ASCII text files. The EDIT program
  - Graphic file viewer capable of viewing GIF and perhaps TGA and PNG
formats.


Required POV-Ray files:

  - POVMSDOS.EXE - a self-extracting archive containing the program, sample
    scenes, standard include files and documentation in a hypertext help
    format with help viewer. This file may be split into smaller files for
    easier downloading. Check the directory of your download or ftp site to
    see if other files are needed.


Recommended:

  - SVGA display preferably with VESA interface and high color or true color
ability.


Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.

  - POVMSD_S.ZIP - The C source code for POV-Ray for MS-DOS Contains generic
    parts and MS-DOS specific parts. It does not include sample scenes,
    standard include files and documentation so you should also get the
  - A C compiler that can create 32-bit protected mode applications. We
    support Watcom 10.5a, Borland 4.52 with DOS Power Pack and limited
    graphics under DJGPP 1.12maint4. DJGPP 2.0 not supported.

2.3.1.2          Windows

The Windows version runs under Windows'95, Windows NT and under Windows 3.1
or 3.11 if Win32s extensions are added. Also runs under OS/2 Warp.

Required hardware and software:

  - About 12 meg disk space to install and 2-10 meg or more beyond that for
    working space.


Required POV-Ray files:

  - User archive POVWIN3.EXE - a self-extracting archive containing the
    program, sample scenes, standard include files and documentation. This
    file may be split into smaller files for easier downloading. Check the
    directory of your download or ftp site to see if other files are needed.


Recommended:

  - SVGA display preferably with high color or true color ability and drivers
installed.


Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.

  - POVWIN_S.ZIP --- The C source code for POV-Ray for Windows. Contains
    generic parts and Windows specific parts. It does not include sample
    scenes, standard include files and documentation so you should also get
  - POV-Ray can only be compiled using C compilers that create 32-bit Windows
    applications. We support Watcom 10.5a, Borland 4.52/5.0 compilers. The
    source code is not needed to use POV-Ray. It is provided for the curious
    and adventurous.

2.3.1.3          Linux

Required hardware and software:

  - About 6 meg disk space to install and 2-10 meg or more beyond that for
  - Any recent (1994 onwards) Linux kernel and support for ELF format
  - ELF libraries libc.so.5, libm.so.5 and one or both of libX11.so.6 or
libvga.so.1.


Required POV-Ray files:

  - POVLINUX.TGZ or POVLINUX.TAR.GZ - archive containing an official binary
    for each SVGALib and X-Windows modes. Also contains sample scenes,
    standard include files and documentation.


Recommended:

  - Graphic file viewer capable of viewing PPM, TGA or PNG formats.


Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.

  - POVUNI_S.TAR.GZ or POVUNI_S.TGZ - The C source code for POV-Ray for
    Linux. Contains generic parts and Linux specific parts. It does not
    include sample scenes, standard include files and documentation so you
  - The GNU C compiler and (optionally) the X include files and libraries and
    KNOWLEDGE OF HOW TO USE IT. Although we provide source code for generic
    Unix systems, we do not provide technical support on how to compile the
program.

2.3.2            Apple Macintosh

The Macintosh versions run under Apple's MacOS operating system version 7.0
or better, on any 68020/030/040-based Macintosh (with or without a floating
point coprocessor) or any of the Power Macintosh computers.

Required hardware and software:

  - A 68020 or better CPU without a floating point unit (LC or Performa or
  - A 68020 or better CPU *with* a floating point unit (Mac II or Quadra
  - About 6 meg free disk space to install and an additional 2-10 meg free).
  - Graphic file viewer utility capable of viewing Mac PICT, GIF and perhaps
    TGA and PNG formats (the shareware GIFConverter or GraphicConverter
    applications are good.)


Required POV-Ray files:

  - POVMACNF.SIT or POVMACNF.SIT.HQX - a Stuffit archive containing the
    non-FPU 68K Macintosh application, sample scenes, standard include files
  - POVMAC68.SIT or POVMAC68.SIT.HQX - a Stuffit archive containing the FPU
    68K Macintosh application, sample scenes, standard include files and
  - POVPMAC.SIT or POVPMAC.SIT.HQX - a Stuffit archive containing the native
    Power Macintosh application, sample scenes, standard include files and
documentation.


Recommended:

  - 8 meg or more RAM for 68K Macintosh; 16 meg or more for Power Macintosh
  - Color monitor preferred, 256 colors OK, but thousands or millions of
    colors is even better.


Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous. POV-Ray can be compiled using Apple's MPW 3.3,
Metrowerks CodeWarrior 8 or Symantec 8.

  - POVMACS.SIT or POVMACS.SIT.HQX - The full C source code for POV-Ray for
    Macintosh. Contains generic parts and Macintosh specific parts. It does
    not include sample scenes, standard include files and documentation so
    you should also get the executable archive as well.

2.3.3            Commodore Amiga

The Amiga version comes in several flavors: 68000/68020 without FPU (not
recommended, very slow), 68020/68881(68882), 68030/68882 and 68040. There are
also two sub-versions, one with a CLI-only interface, and one with a GUI
(requires MUI 3.1). All versions run under OS2.1 and up. Support exists for
pensharing and window display under OS3.x with 256 color palettes and CybeGFX
display library support.

Required:

  - at least 2 meg of hard disk space for the necessities, 5-20 more
  - an ASCII text editor, GUI configurable to launch the editor of your
  - Graphic file viewer - POV-Ray outputs to PNG, Targa (TGA) and PPM
    formats, converters from the PPMBIN distribution are included to convert
    these to IFF ILBM files.


Required POV-Ray files:

  - POVAMI.LHA - a LHA archive containing executable, sample scenes, standard
    include files and documentation.


Recommended:

  - 24-bit display card (CyberGFX library supported)


As soon as a stable compiler is released for Amiga PowerPC systems, plans are
to add this to the flavor list.

Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.

  - POVLHA_S.ZIP - The C source code for POV-Ray for Amiga. Contains generic
    parts and Amiga specific parts. It does not include sample scenes,
    standard include files and documentation so you should also get the
    executable archive as well.

2.3.4            SunOS

Required hardware and software:

  - About 6 meg disk space to install and 2-10 meg or more beyond that for
  - SunOS 4.1.3 or other operating system capable of running such a binary
    (Solaris or possibly Linux for Sparc).


Required POV-Ray files:

  - POVSUNOS.TGZ or POVSUNOS.TAR.GZ - archive containing an official binary
    for each text-only and X-Windows modes. Also contains sample scenes,
    standard include files and documentation.


Recommended:

  - preferably 24-bit TrueColor display ability, although the X display code
  - Graphic file viewer capable of viewing PPM, TGA or PNG formats..


Optional: The source code is not needed to use POV-Ray. It is provided for
the curious and adventurous.

  - POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for UNIX.
    Contains generic UNIX parts and Linux specific parts. It does not include
    sample scenes, standard include files and documentation so you should
  - A C compiler and (optionally) the X include files and libraries and
    knowledge of how to use it.


Although we provide source code for generic Unix systems, we do not provide
technical support on how to compile the program.

2.3.5            Generic Unix

Required:

  - POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for Unix.
    Either archive contains full generic source, Unix and X-Windows specific
  - POVUNI_D.TGZ or POVUNI_D.TAR.GZ or any archive containing the sample
    scenes, standard include files and documentation. This could be the Linux
  - A C compiler for your computer and KNOWLEDGE OF HOW TO USE IT. Although
    we provide source code for generic Unix systems, we do not provide
  - A text editor capable of editing plain ASCII text files.


Recommended:

  - Graphic file viewer capable of viewing PPM, TGA or PNG formats.


Optional:

  - You will need the X-Windows include files as well. If you're not familiar
    with compiling programs for X-Windows you may need some help from someone
    who is knowledgeable at your installation because the X include files and
    libraries are not always in a standard place.

2.3.6            All Versions

Each executable archive includes full documentation for POV-Ray itself as
well as specific instructions for using POV-Ray with your type of platform.

All versions of the program share the same ray-tracing features like shapes,
lighting and textures. In other words, an IBM-PC can create the same pictures
as a Cray supercomputer as long as it has enough memory.

The user will want to get the executable that best matches their computer
hardware. See the section "Where to Find POV-Ray Files" for where to find
these files. You can contact those sources to find out what the best version
is for you and your computer.

2.3.7            Compiling POV-Ray

The following sections will help you to compile the portable C source code
into a working executable version of POV-Ray. They are only for those people
who want to compile a custom version of POV-Ray or to port it to an
unsupported platform or compiler.

The first question you should ask yourself before proceeding is Do  I really
need to compile POV-Ray at all? Official POV-Ray Team executable versions are
available for MS-DOS, Windows 3.1x/95/NT, Mac 68k, Mac Power PC, Amiga, Linux
for Intel x86, and SunOS. Other unofficial compiles may soon be available for
other platforms. If you do not intend to add any custom or experimental
features to the program and if an executable already exists for your platform
then you need not compile this program yourself.

If you do want to proceed you should be aware that you are very nearly on
your own. The following sections and other related compiling documentation
assume you know what you are doing. It assumes you have an adequate C
compiler installed and working. It assumes you know how to compile and link
large, multi-part programs using a make utility or an IDE project file if
your compiler supports them. Because makefiles and project files often
specify drive, directory or path information, we cannot promise our makefiles
or projects will work on your system. We assume you know how to make changes
to makefiles and projects to specify where your system libraries and other
necessary files are located.

In general you should not expect any technical support from the POV-Ray Team
on how to compile the program. Everything is provided here as is. All we can
say with any certainty is that we were able to compile it on our systems. If
it doesn't work for you we probably cannot tell you why.

There is no technical documentation for the source code itself except for the
comments in the source files. We try our best to write clear, well- commented
code but some sections are barely commented at all and some comments may be
out dated. We do not provide any technical support to help you to add
features. We do not explain how a particular feature works. In some
instances, the person who wrote a part of the program is no longer active in
the Team and we don't know exactly how it works.

When making any custom version of POV-Ray or any unofficial compile, please
make sure you read and follow all provisions of our license in "Copyright".
In general you can modify and use POV-Ray on your own however you want but if
you distribute your unofficial version you must follow our rules. You may not
under any circumstances use portions of POV-Ray source code in other
programs.

2.3.7.1          Directory Structure

POV-Ray source code is distributed in archives with files arranged in a
particular hierarchy of directories or folders. When extracting the archives
you should do so in a way that keeps the directory structure intact. In
general we suggest you create a directory called povray3 and extract the
files from there. The extraction will create a directory called source with
many files and sub-directories.

In general, there are separate archives for each hardware platform and
operating system but each of these archives may support more than one
compiler. For example here is the directory structure for the MS-DOS archive.


  SOURCE
  SOURCE\LIBPNG
  SOURCE\ZLIB
  SOURCE\MSDOS
  SOURCE\MSDOS\PMODE
  SOURCE\MSDOS\BORLAND
  SOURCE\MSDOS\DJGPP
  SOURCE\MSDOS\WATCOM


The source directory contains source files for the generic parts of POV-Ray
that are the same on all platforms. The source\libpng contains files for
compiling a library of routines used in reading and writing PNG (Portable
Network Graphics) image files. The source\zlib contains files for compiling a
library of routines used by libpng to compress and uncompress data streams.
All of these files are used by all platforms and compilers. They are in every
version of the source archives.

The source\msDOS directory contains all source files for the MS-DOS version
common to all supported MS-DOS compilers. The pmode sub-directory contains
source files for pmode.lib which is required by all MS-DOS versions. The
borland, djgpp, and watcom sub-directories contain source, makefiles and
project files for C compilers by Borland, DJGPP and Watcom.

The source\msDOS directory is only in the MS-DOS archive. Similarly the
Windows archive contains a source\windows directory. The Unix archive
contains source/unix etc.

The source\msDOS directory contains a file cmpl_msd.doc which contains
compiling information specific to the MS-DOS version. Other platform specific
directories contain similar cmpl_xxx.doc files and the compiler specific
sub-directories also contain compiler specific cmpl_xxx.doc files. Be sure to
read all pertinent cmpl_xxx.doc files for your platform and compiler.

2.3.7.2          Configuring POV-Ray Source

Every platform has a header file config.h that is generally in the platform
specific directory but may be in the compiler specific directory. Some
platforms have multiple versions of this file and you may need to copy or
rename it as config.h. This file is included in every module of POV-Ray. It
contains any prototypes, macros or other definitions that may be needed in
the generic parts of POV-Ray but must be customized for a particular platform
or compiler.

For example different operating systems use different characters as a
separator between directories and file names. MS-DOS uses back slash, Unix a
front slash or Mac a colon. The config.h file for MS-DOS and Windows contains
the following:

  #define FILENAME_SEPARATOR ''


which tells the generic part of POV-Ray to use a back slash.

Every customization that the generic part of the code needs has a default
setting in the file source\frame.h which is also included in every module
after config.h. The frame.h header contains many groups of defines such as
this:

  #ifndef FILENAME_SEPARATOR
  #define FILENAME_SEPARATOR '/'
  #endif


which basically says if we didn't define this previously in config.h then
here's a default value. See frame.h to see what other values you might wish
to configure.

If any definitions are used to specify platform specific functions you should
also include a prototype for that function. The file source\msDOS\config.h,
for example, not only contains the macro:

  #define POV_DISPLAY_INIT(w,h) MSDOS_Display_Init ((w), (h));


to define the name of the graphics display initialization function, it
contains the prototype:

  void MSDOS_Display_Init (int w, int h);


If you plan to port POV-Ray to an unsupported platform you should probably
start with the simplest, non-display generic Unix version. Then add new
custom pieces via the config.h file.

2.3.7.3          Conclusion

We understand that the above sections are only the most trivial first steps
but half the fun of working on POV-Ray source is digging in and figuring it
out on your own. That's how the POV-Ray Team members got started. We've tried
to make the code as clear as we can.

Be sure to read the cmpl_xxx.doc files in your platform specific and compiler
specific directories for some more minor help if you are working on a
supported platform or compiler.


2.4              Where to Find POV-Ray Files

The latest versions of the POV-Ray software are available from the following
sources.

2.4.1            POV-Ray Forum on CompuServe

The headquarters of POV-Ray are on CompuServe in the POVRAY forum, that is
managed by some of the team members. We meet there to share information,
useful programs and utilities and graphics created by POV-Ray. Everyone is
welcome to join in on the action on CIS:POVRAY. Hope to see you there! You
can get information on joining CompuServe by calling (800)848-8990 or visit
the CompuServe home page http://www.compuserve.com. Direct CompuServe access
is also available in Japan, Europe and many other countries.

2.4.2            Internet

The internet home of POV-Ray is reachable on the World Wide Web via the
address http://www.povray.org and via ftp as ftp.povray.org. Please stop by
often for the latest files, utilities, news and images from the official
POV-Ray internet site.

The comp.graphics.rendering.raytracing newsgroup has many competent POV-Ray
users that are very willing to share their knowledge. They generally ask that
you first browse a few files to see if someone has already answered the same
question, and of course, that you follow proper "netiquette". If you have any
doubts about the qualifications of the folks that frequent the group, a few
minutes spend at the Ray Tracing Competition pages at www.povray.org will
quickly convince you!

2.4.3            PC Graphics Area on America On-Line

There's an area now on America On-Line dedicated to POV-Ray support and
information. You can find it in the PC Graphics section of AOL. Jump keyword
POV (the keyword PCGRAPHICS brings you to the top of the graphics related
section). This area includes the Apple Macintosh executables also. It is best
if messages are left in the Company Support section. Currently, Bill Pulver
(BPulver) is our representative there.

2.4.4            The Graphics Alternative BBS in El Cerrito, CA

For those on the West coast, you may want to find the POV-Ray files on The
Graphics Alternative BBS. It's a great graphics BBS run by Adam Shiffman. TGA
is high quality, active and progressive BBS system which offers both quality
messaging and files to its 1300+ users.

  510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
  510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)


2.4.5            PCGNet

The Professional CAD and Graphics Network (PCGnet) serves both the CAD and
Graphics communities by making information useful to them widely available.

Formerly known as ADEnet, PCGnet is a new network created from the ground up,
incorporating new nodes and focusing evenly on both CAD and graphics related
topics, including, but not limited to the following topics: design, drafting,
engineering, 2d and 3d modeling, multimedia, systems, raster imaging,
raytracing, 3d rendering and animation.

PCGnet is designed to serve the needs of all callers by stimulating interest
and generating support forums for active users who have an interest in the
CAD and graphics related topics previously mentioned; interest and support is
generated through PCGnet's message conferences, file sharing across the
network, and industry news and press releases. PCGnet's message conference
are moderated forums designed to accommodate friendly, yet professional and
informative discussion of CAD and graphics related subjects.

TGA BBS serves as the central hub for a large network of graphics-oriented
BBS systems around the world. Following is a concise listing of active PCGNet
nodes at the time of this writing. The POV-Team can not vouch for the
currency of this information, nor verify that any of these boards may carry
POV-Ray.

USA and Canada
  411-Exchange                 Alpharetta        GA      404-345-0008
  Autodesk Global Village      San Rafael        CA      415-507-5921
  CAD/Engineering Services     Hendersonville    TN      615-822-2539
  Canis Major                  Nashville         TN      615-385-4268
  CEAO BBS                     Columbus          OH      614-481-3194
  CHAOS BBS                    Columbia          MO      314-874-2930
  Joes CODE BBS                West Bloomfield   MI      810-855-0894
  John's Graphics              Brooklyn Park     MN      612-425-4436
  PC-AUG                       Phoenix           AZ      602-952-0638
  SAUG BBS                     Bellevue          WA      206-644-7115
  Space Command BBS            Kennewick         WA      509-735-4894
  The CAD/fx BBS               Mesa              AZ      602-835-0274
  The Drawing Board BBS        Anchorage         AK      907-349-5412
  The Graphics Alternative     El Cerrito        CA      510-524-2780
  The Happy Canyon             Denver            CO      303-759-3598
  The New Graphics BBS         Piscataway        NJ      908-271-8878
  The University               Shrewsbury Twp    NJ      908-544-8193
  The Virtual Dimension        Oceanside         CA      619-722-0746
  Time-Out BBS                 Sadsburyville     PA      610-857-2648

Australia
  MULTI-CAD Magazine BBS       Toowong QLD              61-7-878-2940
  My Computer Company          Erskineville NSW         61-2-557-1489
  Sydney PCUG Compaq BBS       Caringbah NSW            61-2-540-1842
  The Baud Room                Melbourne VIC            61-3-481-8720

Austria
  Austrian AutoCAD User Group  Graz                    43-316-574-426

Belgium
  Lucas Visions BBS            Boom                     32-3-8447-229

Denmark
  Horreby SuperBBS             Nykoebing Falster        45-53-84-7074

Finland
  DH-Online                    Jari Hiltunen           358-9-40562248
  Triplex BBS                  Helsinki                358-9-5062277

France
  CAD Connection               Montesson                33-1-39529854
  Zyllius BBS!                 Saint Paul                 33-93320505

Germany
  Ray BBS Munich               Munich                    49-89-984723
  Tower of Magic               Gelsenkirchen            49-209-780670

Netherlands
  BBS Bennekom: Fractal Board  Bennekom                 31-318-415331
  CAD-BBS                      Nieuwegein               31-30-6090287
                                                        31-30-6056353
  Foundation One               Baarn                    31-35-5422143

New Zealand
  The Graphics Connection      Wellington               64-4-566-8450
  The Graphics Connection II   New Plymouth             64-6-757-8092
  The Graphics Connection III  Auckland                 64-9-309-2237

Slovenia
  MicroArt                     Koper                     386-66-34986

Sweden
  Autodesk On-line             Gothenburg                46-31-401718

United Kingdom
  CADenza BBS                  Leicester, UK          44-116-259-6725
  Raytech BBS                  Tain, Scotland         44-1862-83-2020
  The Missing Link             Surrey, England        44-181-641-8593


Country or long distance dial numbers may require additional numbers to be
used. Consult your local phone company.

2.4.6            POV-Ray Related Books and CD-ROMs

The following items were produced by POV-Team members. Although they are only
current to POV-Ray 2.2 they will still be helpful. Steps are being taken to
update the POV-Ray CDROM to version 3.0, with a new version expected around
October 1996.

The books listed below have been recently listed as out-of-print but may
still be found in some bookstores or libraries (Visit
http://www.dnai.com:80/waite/ for more details).

  Ray Tracing Creations, 2d Ed.
  Chris Young and Drew Wells
  ISBN 1-878739-69-7
  Waite Group Press 1994
    700 pages with color insert and POV-Ray 2.2 on 3.5" MS-DOS disk.

  Ray Tracing Worlds with POV-Ray
  Alexander Enzmann, Lutz Kretzschmar, Chris Young,
  ISBN 1-878739-64-6
  Waite Group Press 1994
    Includes Moray 1.5x modeller and POV-Ray 2.2 on 3.5" MS-DOS disks.

  Ray Tracing for the Macintosh CD
  Eduard Schwan
  ISBN 1-878739-72-7
  Waite Group Press, 1994
    Comes with a CD-ROM full of scenes, images, and QuickTime movies,
    and an interactive keyword reference. Also a floppy with POV-Ray for
    those who don't have a CD ROM drive.


'The Official POV-Ray CDROM' The Official POV-Ray CDROM: The Official POV-Ray
CDROM is a compilation of images, scene source, program source, utilities and
tips on POV-Ray and 3D graphics from the Internet and Compuserve. This CD is
aimed not only at those who want to create their own images or do general 3D
programming work, but also at those who want simply to experience some
high-quality renderings done by some of the best POV-Ray artists, and to
learn from their source code. The CDROM contains over 500 ray-traced images.

It's a good resource for those learning POV-Ray as well as those who are
already proficient, and contains a Microsoft Windows-based interactive
tutorial. The disk comes with a fold-out poster and reference sheet. The CD
is compatible with DOS/Windows and Macintosh formats.

The CDROM is available for free retrieval and browsing on the World Wide Web
at http://www.povray.org/pov-cdrom. For more details you may also visit
http://www.povray.org/povcd.
