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	<id>https://wiki.povray.org/content?action=history&amp;feed=atom&amp;title=Reference%3AQuadric</id>
	<title>Reference:Quadric - Revision history</title>
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	<updated>2026-04-06T16:31:02Z</updated>
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	<entry>
		<id>https://wiki.povray.org/content?title=Reference:Quadric&amp;diff=6994&amp;oldid=prev</id>
		<title>Jholsenback: 1 revision: Reference Migration Initial Load</title>
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		<updated>2012-03-15T19:08:38Z</updated>

		<summary type="html">&lt;p&gt;1 revision: Reference Migration Initial Load&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:08, 15 March 2012&lt;/td&gt;
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&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Jholsenback</name></author>
	</entry>
	<entry>
		<id>https://wiki.povray.org/content?title=Reference:Quadric&amp;diff=6993&amp;oldid=prev</id>
		<title>Jholsenback: 1 revision: Initial Load (TF)</title>
		<link rel="alternate" type="text/html" href="https://wiki.povray.org/content?title=Reference:Quadric&amp;diff=6993&amp;oldid=prev"/>
		<updated>2012-03-11T22:27:09Z</updated>

		<summary type="html">&lt;p&gt;1 revision: Initial Load (TF)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Objects]]&lt;br /&gt;
[[Category:Infinite Solid Primitives]]&lt;br /&gt;
{{#indexentry:quadric, keyword}}&lt;br /&gt;
{{#indexentry:keyword, quadric}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;lt;code&amp;gt;quadric&amp;lt;/code&amp;gt; object can produce shapes like paraboloids (dish&lt;br /&gt;
shapes) and hyperboloids (saddle or hourglass shapes). It can also produce&lt;br /&gt;
ellipsoids, spheres, cones, and cylinders but you should use the &amp;lt;code&amp;gt;&lt;br /&gt;
sphere&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;cone&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;cylinder&amp;lt;/code&amp;gt; objects built&lt;br /&gt;
into POV-Ray because they are faster than the quadric version.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;Note&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; Do not confuse &amp;amp;quot;quaDRic&amp;amp;quot; with&lt;br /&gt;
&amp;amp;quot;quaRTic&amp;amp;quot;. A quadric is a 2nd order polynomial while a quartic&lt;br /&gt;
is 4th order.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Quadrics render much&lt;br /&gt;
faster and are less error-prone but produce less complex objects. The syntax&lt;br /&gt;
is:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
QUADRIC:&lt;br /&gt;
  quadric {&lt;br /&gt;
    &amp;amp;lt;A,B,C&amp;amp;gt;,&amp;amp;lt;D,E,F&amp;amp;gt;,&amp;amp;lt;G,H,I&amp;amp;gt;,J&lt;br /&gt;
    [OBJECT_MODIFIERS...]&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Although the syntax actually will parse 3 vector expressions followed by a&lt;br /&gt;
float, we traditionally have written the syntax as above where &amp;lt;em&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
A&amp;lt;/code&amp;gt;&amp;lt;/em&amp;gt; through &amp;lt;em&amp;gt;&amp;lt;code&amp;gt;J&amp;lt;/code&amp;gt;&amp;lt;/em&amp;gt; are float expressions. These 10&lt;br /&gt;
float that define a surface of x, y, z points which satisfy the equation A x&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
+ B y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + C z&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + D xy + E xz + F yz + G x + H y + I z + J = 0&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Different values of &amp;lt;em&amp;gt;&amp;lt;code&amp;gt;A, B, C, ... J&amp;lt;/code&amp;gt;&amp;lt;/em&amp;gt; will give&lt;br /&gt;
different shapes. If you take any three dimensional point and use its x, y&lt;br /&gt;
and z coordinates in the above equation the answer will be 0 if the point is&lt;br /&gt;
on the surface of the object. The answer will be negative if the point is&lt;br /&gt;
inside the object and positive if the point is outside the object. Here are&lt;br /&gt;
some examples:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table SUMMARY=&amp;quot;Some quartic shapes&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + Z&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - 1 = 0&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td width=&amp;quot;70%&amp;quot;&amp;gt;Sphere&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - 1 = 0&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Infinite cylinder along the Z axis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;X&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Z&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 0&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Infinite cone along the Z axis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The easiest way to use these shapes is to include the standard file &amp;lt;code&amp;gt;&lt;br /&gt;
shapes.inc&amp;lt;/code&amp;gt; into your program. It contains several pre-defined quadrics&lt;br /&gt;
and you can transform these pre-defined shapes (using translate, rotate and&lt;br /&gt;
scale) into the ones you want. For a complete list, see the file &amp;lt;code&amp;gt;&lt;br /&gt;
shapes.inc&amp;lt;/code&amp;gt;.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jholsenback</name></author>
	</entry>
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