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Submitted by Parashar Krishnamachari, posted on September 13, 2000

Image Description, by Parashar Krishnamachari


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 26,'00.

Someone asked about a comparison to traditional rendering processes. So....

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

Image of the Day Gallery


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September 13, 2000, 03:05 PM

I love it! Very clever, indeed.

The Wolf

September 13, 2000, 03:46 PM

Looks good, I love the concept
14 FPS !(what kinda system?) before you know it will be used to make funky games, or paintings will come alive :)
wonder why you removed backface culling? it is not that resource extensive..
another question, for flat rectangle do you do brush strokes over the area of the rectangle or do you use some kind of shading?
reason I am asking is that I am using similar stuff in my 3D Engine, the engine will give about the same effect as the characters in Fear Effect (on Playstation), but more realistic ,not as cartoony, and with an artistic touch

Great work..


September 13, 2000, 06:11 PM

Now this is funky!

Just curious, when you are rasterizing the screen image, are you using an algorithm or a bitmap to render the brush shape?

Looks excellent! You could start a whole new gaming genre.
Keep it up! and UP! AND AWAY!


September 14, 2000, 02:59 AM

DragonWorx, genres are created from original concepts and not by graphics. Although i see you point i would call it a new "feeling" instead. :)

Wery well, i shfall release Bwian! - Life of Brian

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