Rendering Glitch Griefs

October 30, 2013 at 8:41 am (Computer Science, Graphics, Processing, Programming) (, , , , )

I’ve been getting distracted lately with the core game engine I wrote a year or two ago now. I’ve been seeing some artifacts randomly and one such example is with my particle effects system. Right now there is a weird effect when the camera moves while smoke is rendering. It makes the effects to a bit whispy, which actually isn’t a bad thing, but it’s bad when it’s inconsistent. I do like the effect it gives, but it’s only caused by a glitch with a moving camera (which I am still trying to track down). I’m actually rendering all the particles in one loop, which is why I’m having such grief with this. There are a lot of complexities with the engine and it’s very flexible, which is why it could be something else causing it, but right now I’m not really seeing why it would be having such issues. The billboards are even updating on the fly as the camera moves. Bleh. I kind of wish it was a bit easier to unit or integration test some of this rendering code.

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Paper Donkey Game Engine Screenshot update

February 15, 2013 at 9:05 am (Computer Science, Games, Graphics, Processing, Programming) (, , , , , , , , )

So here’s a screenshot I took this morning before leaving for work (I’ll try to get a bigger set of them this weekend). It shows some of the new features, although not all of them are obvious. The biggest new features is the walls that only face forward. This means that you can only see the back walls of the room, and the front ones disappear automatically depending on the camera view. If you rotate the camera around then the scene will fix itself to this effect.

The next feature (which technically isn’t displayed here) is the addition of an NPC system. The second character in the scene is an NPC that you can walk up to and initiate a chat dialogue with. This dialogue system is powered by flexible scripted chat files.


My next moves will probably be to add AI logic to the NPCs so I can create enemies. I will most likely also import the particle effects I had created for my turn-based game and let the level scripts control them.

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Amy and Bruce Gooch

June 9, 2010 at 2:13 pm (Art, Computer Science, Graphics) (, , , , , , )

So last week I attended my first conference (GRAND). It was interesting to see what other researchers were up to and meet new people. Among the professors/researchers that showed up though were Amy and Bruce Gooch. Several of my projects are based on their work and I’d even go as far as to say that part of the reason I decided to work on my Masters in the first place is because of their research in non-photorealistic rendering (NPR). I got to meet Bruce and babbled about the RedArt project for a few seconds before I realized I had nothing interesting to “wow” him with.

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Red Art

May 20, 2010 at 11:47 am (Computer Science, Graphics) (, , , , , , )

I’ve decided to post a few screenshots of art generated from some software I wrote. It’s a suite used for assisting in creating art from photographs in order to mimic the style of Russian propaganda posters. The code is written in both C# (for the interactive parts) and Matlab (for the raw image processing).

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Awesome Rendering

July 15, 2009 at 4:43 pm (Computer Science, Graphics) (, , , , , )

I started playing with the ray tracer Adam Stirtan and I made at university. I plugged in a post processing pass that I had made but never added to the final product. Here’s some of the screenshots from it.

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