Archive for category Pixel By Pixel

All About Digitalis and DEcomp

Over winter break, I decided that this semester I would finally be ready to create the first installment of a film called Digitalis, which I’ve been developing for the past few years. With four months, an 8-core Mac Pro and a lot of work, I’ve learned a ton and have created a short film, called “Digitalis: An Introduction to DEcomp,” as well as the software I used to make the film, DEcomp Visual Toolkit 4.

WATCH “DIGITALIS: AN INTRODUCTION TO DECOMP” ONLINE

VIEW “MAKING OF…” SLIDESHOW

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“Digitalis: An Introduction to DEcomp” Progress Reports

“Digitalis: An Introduction to DEcomp”¬†will premiere at the ITP Spring Show on May 9, 2010 @ 2PM.

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Stereo Test – Side by Side

April 2: (nearing final draft)

April 1:

March 30:

This image requires a side-by-side stereo viewer. Test render for the Digitalis set.

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Non-Square Pixels

Over the past two years, I have been developing a 3D environment application from the ground up to address certain possibilities in computer modeling, which cannot be achieved through any pre-existing 3D environment. My software is called DEcomp and it takes what I think of as a “perspective-centric” approach to 3D modeling. Some details and visual examples may be found at the non-blog portion of this site: hebali.com

DEcomp (which stands for “Decompositional Environment Composer”) has been designed for the construction of large-scale, photorealistic cinema projects – namely my several year work-in-progress, called Digitalis. DEcomp’s emphasis, therefore, is dealing with elaborate CG sets, which contain millions of vertices.

Yet, somehow in the several years I’ve been working on this project, I have not built any physical models from DEcomp’s output. This is largely because my intent for this project is a cinematic one. But it also because creating a physical model of the type of objects I create in this environment would be exceedingly difficult to get right.

For this Pixel By Pixel assignment, I thought I would try making a physical model of the simplest geometry that could possibly be exported from DEcomp – a few simple squares. I soon saw just how difficult it really is to get a perspectivized model just right in the physical world. If any angles or distances are even slightly incorrect, the visual effect will be almost completely lost. In these first attempts, I don’t think I managed to achieve truly satisfactory results. It seems a 3D printer would most likely be required to achieve the proper effect on anything but the simplest of geometries.

Here are a few videos of the CG models:

Model Version A – Video 1 Model Version A – Video 2

Model Version B – Video 1 Model Version B – Video 2

Here are the physical models:

Version A:

Version B:

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