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romanboy(6)		      XScreenSaver manual		   romanboy(6)

NAME
       romanboy	 -  Draws  a  3d  immersion  of the real projective plane that
       smoothly deforms between the Roman surface and the Boy surface.

SYNOPSIS
       romanboy [-display  host:display.screen]	 [-install]  [-visual  visual]
       [-window]  [-root]  [-delay  usecs] [-fps] [-mode display-mode] [-wire‐
       frame]  [-surface]  [-transparent]  [-appearance	 appearance]  [-solid]
       [-distance-bands] [-direction-bands] [-colors color-scheme] [-twosided-
       colors] [-distance-colors] [-direction-colors]  [-view-mode  view-mode]
       [-walk]	[-turn]	 [-no-deform]  [-deformation-speed  float]  [-initial-
       deformation float] [-roman] [-boy] [-surface-order  number]  [-orienta‐
       tion-marks] [-projection mode] [-perspective] [-orthographic] [-speed-x
       float]  [-speed-y  float]  [-speed-z  float]  [-walk-direction	float]
       [-walk-speed float]

DESCRIPTION
       The  romanboy program shows a 3d immersion of the real projective plane
       that smoothly deforms between the Roman surface and  the	 Boy  surface.
       You  can walk on the projective plane or turn in 3d.  The smooth defor‐
       mation (homotopy) between these two famous immersions of the real  pro‐
       jective plane was constructed by Fran�ois Ap�ry.

       The  real  projective  plane is a non-orientable surface.  To make this
       apparent, the two-sided color mode can be used.	Alternatively,	orien‐
       tation  markers	(curling  arrows) can be drawn as a texture map on the
       surface of the projective  plane.   While  walking  on  the  projective
       plane,  you  will  notice  that	the  orientation of the curling arrows
       changes (which it must because the projective plane is non-orientable).

       The real projective plane is a model for the projective geometry in  2d
       space.  One point can be singled out as the origin.  A line can be sin‐
       gled out as the line at infinity, i.e., a line that lies at an infinite
       distance	 to  the origin.  The line at infinity is topologically a cir‐
       cle.  Points on the line at infinity are also used to model  directions
       in projective geometry.	The origin can be visualized in different man‐
       ners.  When using distance colors, the origin is the point that is dis‐
       played  as fully saturated red, which is easier to see as the center of
       the reddish area on the projective plane.   Alternatively,  when	 using
       distance bands, the origin is the center of the only band that projects
       to a disk.  When using direction bands, the origin is the  point	 where
       all  direction  bands  collapse	to a point.  Finally, when orientation
       markers are being displayed, the origin the the point where all	orien‐
       tation  markers	are  compressed	 to a point.  The line at infinity can
       also be visualized in different ways.  When using distance colors,  the
       line  at	 infinity  is  the  line  that is displayed as fully saturated
       magenta.	 When two-sided colors are used, the line at infinity lies  at
       the points where the red and green "sides" of the projective plane meet
       (of course, the real projective plane only has one side, so this	 is  a
       design  choice  of the visualization).  Alternatively, when orientation
       markers are being displayed, the line at infinity is  the  place	 where
       the orientation markers change their orientation.

       Note that when the projective plane is displayed with bands, the orien‐
       tation markers are placed in the middle of  the	bands.	 For  distance
       bands,  the  bands are chosen in such a way that the band at the origin
       is only half as wide as the remaining bands, which results  in  a  disk
       being displayed at the origin that has the same diameter as the remain‐
       ing bands.  This choice, however, also implies that the band at	infin‐
       ity  is half as wide as the other bands.	 Since the projective plane is
       attached to itself (in a complicated fashion) at the line at  infinity,
       effectively  the	 band  at  infinity  is again as wide as the remaining
       bands.  However, since the orientation markers  are  displayed  in  the
       middle  of  the bands, this means that only one half of the orientation
       markers will be displayed twice at the line  at	infinity  if  distance
       bands are used.	If direction bands are used or if the projective plane
       is displayed as a solid surface, the orientation markers are  displayed
       fully at the respective sides of the line at infinity.

       The  immersed  projective  plane	 can be projected to the screen either
       perspectively or orthographically.  When using the walking modes,  per‐
       spective projection to the screen will be used.

       There  are  three  display  modes for the projective plane: mesh (wire‐
       frame), solid, or transparent.  Furthermore, the appearance of the pro‐
       jective	plane  can  be	as  a  solid object or as a set of see-through
       bands.  The bands can be	 distance  bands,  i.e.,  bands	 that  lie  at
       increasing  distances  from the origin, or direction bands, i.e., bands
       that lie at increasing angles with respect to the origin.

       When the projective plane is displayed with direction bands,  you  will
       be  able	 to see that each direction band (modulo the "pinching" at the
       origin) is a Moebius strip, which also shows that the projective	 plane
       is non-orientable.

       Finally,	 the colors with with the projective plane is drawn can be set
       to two-sided, distance, or direction.  In two-sided mode,  the  projec‐
       tive  plane  is	drawn  with  red on one "side" and green on the "other
       side".  As described above, the projective plane only has one side,  so
       the  color  jumps  from	red to green along the line at infinity.  This
       mode enables you to see that the projective  plane  is  non-orientable.
       In  distance  mode,  the projective plane is displayed with fully satu‐
       rated colors that depend on the distance of the points on  the  projec‐
       tive  plane to the origin.  The origin is displayed in red, the line at
       infinity is displayed in magenta.  If the projective plane is displayed
       as  distance bands, each band will be displayed with a different color.
       In direction mode, the projective plane is displayed with  fully	 satu‐
       rated  colors  that depend on the angle of the points on the projective
       plane with respect to the origin.  Angles in opposite directions to the
       origin (e.g., 15 and 205 degrees) are displayed in the same color since
       they are projectively equivalent.  If the projective plane is displayed
       as direction bands, each band will be displayed with a different color.

       The  rotation  speed for each of the three coordinate axes around which
       the projective plane rotates can be chosen.

       Furthermore, in the walking mode the walking direction in the  2d  base
       square  of  the	projective  plane and the walking speed can be chosen.
       The walking direction is measured as an angle  in  degrees  in  the  2d
       square  that  forms the coordinate system of the surface of the projec‐
       tive plane.  A value of 0 or 180 means that the walk is along a	circle
       at  a  randomly chosen distance from the origin (parallel to a distance
       band).  A value of 90 or 270 means that the walk is directly  from  the
       origin  to  the	line  at  infinity  and back (analogous to a direction
       band).  Any other value results in a curved path from the origin to the
       line at infinity and back.

       By default, the immersion of the real projective plane smoothly deforms
       between the Roman and Boy surfaces.  It is possible to choose the speed
       of the deformation.  Furthermore, it is possible to switch the deforma‐
       tion off.  It is also possible to determine the initial deformation  of
       the  immersion.	 This  is mostly useful if the deformation is switched
       off, in which case it will determine the appearance of the surface.

       As a final option, it is possible to display  generalized  versions  of
       the  immersion  discussed above by specifying the order of the surface.
       The default surface order of 3 results in the  immersion	 of  the  real
       projective  described above.  The surface order can be chosen between 2
       and 9.  Odd surface orders result in generalized immersions of the real
       projective  plane,  while even numbers result in a immersion of a topo‐
       logical sphere (which is orientable).  The most interesting  even  case
       is  a  surface order of 2, which results in an immersion of the halfway
       model of Morin's sphere eversion (if the deformation is switched off).

       This program is inspired by Fran�ois Ap�ry's book "Models of  the  Real
       Projective Plane", Vieweg, 1987.

OPTIONS
       romanboy accepts the following options:

       -window Draw on a newly-created window.	This is the default.

       -root   Draw on the root window.

       -install
	       Install a private colormap for the window.

       -visual visual
	       Specify	which  visual  to use.	Legal values are the name of a
	       visual class, or the id number (decimal or hex) of  a  specific
	       visual.

       -delay microseconds
	       How  much  of a delay should be introduced between steps of the
	       animation.  Default 10000, or 1/100th second.

       -fps    Display the current frame rate, CPU load, and polygon count.

       The following four options are mutually exclusive.  They determine  how
       the projective plane is displayed.

       -mode random
	       Display	 the   projective  plane  in  a	 random	 display  mode
	       (default).

       -mode wireframe (Shortcut: -wireframe)
	       Display the projective plane as a wireframe mesh.

       -mode surface (Shortcut: -surface)
	       Display the projective plane as a solid surface.

       -mode transparent (Shortcut: -transparent)
	       Display the projective plane as a transparent surface.

       The following four options are mutually exclusive.  They determine  the
       appearance of the projective plane.

       -appearance random
	       Display	 the   projective   plane  with	 a  random  appearance
	       (default).

       -appearance solid (Shortcut: -solid)
	       Display the projective plane as a solid object.

       -appearance distance-bands (Shortcut: -distance-bands)
	       Display the projective plane as see-through bands that  lie  at
	       increasing distances from the origin.

       -appearance direction-bands (Shortcut: -direction-bands)
	       Display	the  projective plane as see-through bands that lie at
	       increasing angles with respect to the origin.

       The following four options are mutually exclusive.  They determine  how
       to color the projective plane.

       -colors random
	       Display	the  projective	 plane	with  a	 random	 color	scheme
	       (default).

       -colors twosided (Shortcut: -twosided-colors)
	       Display the projective plane with two colors: red on one "side"
	       and  green on the "other side."	Note that the line at infinity
	       lies at the points where the red and green "sides" of the  pro‐
	       jective	plane meet, i.e., where the orientation of the projec‐
	       tive plane reverses.

       -colors distance (Shortcut: -distance-colors)
	       Display the projective plane with fully saturated  colors  that
	       depend on the distance of the points on the projective plane to
	       the origin.  The origin is displayed in red, the line at infin‐
	       ity  is	displayed in magenta.  If the projective plane is dis‐
	       played as distance bands, each band will be  displayed  with  a
	       different color.

       -colors direction (Shortcut: -direction-colors)
	       Display	the  projective plane with fully saturated colors that
	       depend on the angle of the points on the projective plane  with
	       respect	to  the	 origin.  Angles in opposite directions to the
	       origin (e.g., 15 and 205 degrees) are  displayed	 in  the  same
	       color  since  they are projectively equivalent.	If the projec‐
	       tive plane is displayed as direction bands, each band  will  be
	       displayed with a different color.

       The following three options are mutually exclusive.  They determine how
       to view the projective plane.

       -view-mode random
	       View the projective plane in a random view mode (default).

       -view-mode turn (Shortcut: -turn)
	       View the projective plane while it turns in 3d.

       -view-mode walk (Shortcut: -walk)
	       View the projective plane as if walking on its surface.

       The following options determine whether the surface is being deformed.

       -deform Deform the surface smoothly between the Roman and Boy  surfaces
	       (default).

       -no-deform
	       Don't deform the surface.

       The following option determines the deformation speed.

       -deformation-speed float
	       The  deformation	 speed is measured in percent of some sensible
	       maximum speed (default: 10.0).

       The following options determine the initial deformation of the surface.
       As described above, this is mostly useful if -no-deform is specified.

       -initial-deformation float
	       The  initial deformation is specified as a number between 0 and
	       1000.  A value of 0 corresponds to the Roman surface,  while  a
	       value  of  1000	corresponds  to	 the Boy surface.  The default
	       value is 1000.

       -roman  This is a shortcut for -initial-deformation 0.

       -boy    This is a shortcut for -initial-deformation 1000.

       The following option determines the order of the	 surface  to  be  dis‐
       played.

       -surface-order number
	       The  surface  order  can	 be  set  to  values  between  2 and 9
	       (default: 3).  As described above, odd surface orders result in
	       generalized immersions of the real projective plane, while even
	       numbers result in a immersion of a topological sphere.

       The following options determine whether orientation marks are shown  on
       the projective plane.

       -orientation-marks
	       Display orientation marks on the projective plane.

       -no-orientation-marks
	       Don't   display	orientation  marks  on	the  projective	 plane
	       (default).

       The following three options are mutually exclusive.  They determine how
       the projective plane is projected from 3d to 2d (i.e., to the screen).

       -projection random
	       Project	the projective plane from 3d to 2d using a random pro‐
	       jection mode (default).

       -projection perspective (Shortcut: -perspective)
	       Project the projective plane from 3d to 2d using a  perspective
	       projection.

       -projection orthographic (Shortcut: -orthographic)
	       Project	the  projective	 plane	from  3d to 2d using an ortho‐
	       graphic projection.

       The following three options determine the rotation speed of the projec‐
       tive  plane around the three possible axes.  The rotation speed is mea‐
       sured in degrees per frame.  The speeds should  be  set	to  relatively
       small values, e.g., less than 4 in magnitude.  In walk mode, all speeds
       are ignored.

       -speed-x float
	       Rotation speed around the x axis (default: 1.1).

       -speed-y float
	       Rotation speed around the y axis (default: 1.3).

       -speed-z float
	       Rotation speed around the z axis (default: 1.5).

       The following two options determine the walking speed and direction.

       -walk-direction float
	       The walking direction is measured as an angle in degrees in the
	       2d  square  that	 forms the coordinate system of the surface of
	       the projective plane (default: 83.0).  A	 value	of  0  or  180
	       means that the walk is along a circle at a randomly chosen dis‐
	       tance from the origin (parallel to a distance band).   A	 value
	       of 90 or 270 means that the walk is directly from the origin to
	       the line at infinity and back (analogous to a direction	band).
	       Any other value results in a curved path from the origin to the
	       line at infinity and back.

       -walk-speed float
	       The walking speed is measured in percent of some sensible maxi‐
	       mum speed (default: 20.0).

INTERACTION
       If  you	run  this program in standalone mode in its turn mode, you can
       rotate the projective plane by dragging the mouse  while	 pressing  the
       left  mouse button.  This rotates the projective plane in 3d.  To exam‐
       ine the projective plane at your leisure, it is best to set all	speeds
       to 0.  Otherwise, the projective plane will rotate while the left mouse
       button is not pressed.  This kind of interaction is  not	 available  in
       the walk mode.

ENVIRONMENT
       DISPLAY to get the default host and display number.

       XENVIRONMENT
	       to  get	the  name of a resource file that overrides the global
	       resources stored in the RESOURCE_MANAGER property.

SEE ALSO
       X(1), xscreensaver(1)

COPYRIGHT
       Copyright © 2013-2014 by Carsten Steger.	 Permission to use, copy, mod‐
       ify,  distribute,  and sell this software and its documentation for any
       purpose is hereby granted without fee, provided that  the  above	 copy‐
       right  notice  appear in all copies and that both that copyright notice
       and this permission notice appear in supporting documentation.  No rep‐
       resentations  are  made	about the suitability of this software for any
       purpose.	 It is provided "as is" without express or implied warranty.

AUTHOR
       Carsten Steger <carsten@mirsanmir.org>, 03-oct-2014.

X Version 11		      5.34 (24-Oct-2015)		   romanboy(6)
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