Archive for category Pixel By Pixel
All About Digitalis and DEcomp
Posted by Patrick in Bit By Bit, Narrative Lab, Nature of Code, Pixel By Pixel on May 9, 2010
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
Read the rest of this entry »
“Digitalis: An Introduction to DEcomp” Progress Reports
Posted by Patrick in Bit By Bit, Narrative Lab, Nature of Code, Pixel By Pixel on April 7, 2010
“Digitalis: An Introduction to DEcomp” will premiere at the ITP Spring Show on May 9, 2010 @ 2PM.
Stereo Test – Side by Side
Posted by Patrick in Nature of Code, Pixel By Pixel on March 30, 2010
April 2: (nearing final draft)
April 1:
March 30:
This image requires a side-by-side stereo viewer. Test render for the Digitalis set.
Non-Square Pixels
Posted by Patrick in Pixel By Pixel on January 27, 2010
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: