In order to reconstruct one of the most infamous raytraced scenes, we first had to attain similar coordinates to the one used in the original render. While all coordinates will by nature be relative to the scene rendered, it will still important that we get a set of relative coordinates that, in our own implementation of the scene, would render the same results.
Since the exact coordinates used in the original render were not available, we only had the final rendered image to determine our coordinates from. In order to reverse engineer the coordinates, we placed the final render in Maya and placed objects within the Maya scene until they lined up convincingly with the output. We used Maya in order to take advantage of an easy interface where we could create and place objects on the fly in a time-tested environment and still get empirical data from the system.
Through trial and error, we finally came to a set of data that we felt appropriately matched the original image.
The following coordinates are the result of our research
| Property | X | Y | Z |
|   | |||
| Front Sphere | |||
| Translate: | -0.241 | 6.980 | 0.441 |
| Rotate: | 0.000 | 0.000 | 0.000 |
| Scale: | 0.573 | 0.573 | 0.573 |
|   | |||
| Rear Sphere | |||
| Translate: | -1.590 | 4.569 | 26.677 |
| Rotate: | 0.000 | 0.000 | 0.000 |
| Scale: | 0.596 | 0.596 | 0.596 |
|   | |||
| Plane | |||
| Translate: | 0.000 | 0.000 | 0.000 |
| Rotate: | 0.000 | 0.000 | 0.000 |
| Scale: | 23.972 | 1.000 | 80.422 |
|   | |||
| Camera | |||
| Translate: | -5.683 | 6.972 | 48.489 |
| Rotate: | -7.200 | 0.400 | 0.000 |
| Scale: | 23.972 | 1.000 | 80.422 |
| Angle of View: | 65.000 | ||
| Focal Length: | 28.254 | ||



