I posted a screenshot of the newest version of the Painter engine I
worked on w/ the UIUC-SIGGraph team. This showed up on IOTD - August
Someone asked about a comparison to traditional rendering
Top left is an image of a model before "PIBbing" -- which was the
name we gave to the process of assigning colors and brushes to the
surfaces (named after the file format). That's just basic GL Lighting.
As you can see it's a very low-count polygon model. Yes, it's the
engineering part of the UIUC campus. You might not be able to tell, but
we also cheated in the poly counts in certain aspects. Since the backs
of the buildings wouldn't be rendered, we actually cut them out of the
model entirely (rather than backface cull).
Bottom left is the same model after the brushes and tesselation
process. Though, proper colors were still not yet assigned. Every one
of those points you see will be a brushstroke in the actual engine.
Note that building at the far north end of the eng. quad. (North
end meaning at the very back in the 2 Left pictures). That building is
Beckman Institute - That's where we have all the very cool facilities
like the Wall & the CAVE (hehe yes we've played Q3A in the CAVE). The
top Right picture shows the OLD painter rendering
Beckman from the same scene. We had around 4 fps for that scene (avg
50,000 alpha blended polys per frame), but then did a release build and
got around 14 fps.
Unfortunately, we don't have the same scene in the Painter v2 PIB
format. But Bottom right, you'll see a typical rendering from Painter
v2. Whoa... that's some kind of LSD trip... That's probably something I
don't want to see in the CAVE.
- Parashar Krishnamachari