An other look

From the very begin­ning it was my inten­tion to mimic the style of Disney’s clas­sics in Sleep­ing Dragon. It’s a style I absolutely adore and it suits the film’s story well. The whole screen­play is tai­lored towards this concept.

But… I’ve had time to think. And I’ve been work­ing on some soft­ware for my upcom­ing stu­dent the­sis, which makes me want to recon­sider the whole look of the film.
Of course I’m not going to throw every­thing I’ve done so far over­board, but this soft­ware pro­duces very inter­est­ing effects, to say the least. The style is unlike any­thing I’ve seen so far, and yet it’s still famil­iar enough to be inte­grated with what I already have.
I feel I’m really on to some­thing with this tech­nol­ogy! If I get the ren­der times down to an accept­able level there’s noth­ing to stop me from tak­ing this project in a whole dif­fer­ent direc­tion! It would be so great to have Sleep­ing Dragon stand out with a style of its own…

We shall see. Over the next two or three weeks I have time to work on the soft­ware, dur­ing which it will hope­fully get into a usable state. By then, if it still seems so mag­nif­i­cent and ground-​​breaking as it does after my lim­ited test­ing, I’ll post an update.

Hope­fully with some screens of what you can expect…

Deepening the canvas

My con­tin­ued research on painterly ren­der­ing tech­niques is begin­ning to bear fruits: Painter­Man, a NPR Ren­der­Man shader, has been rewrit­ten from scratch and now works prop­erly on any sur­face using a new and thor­oughly opti­mized algo­rithm that pro­vides much more con­trol over the look.
Sublte dis­place­ment cre­ates the illu­sion of paint strokes. Sup­port for shad­ows and mul­ti­ple light sources of any type has also been added. To my amaze­ment it works best at high shad­ing rates in ranges of 1001000, whereby the time to ren­der a frame has gone down a lot more than I could have achieved through code opti­miza­tion alone.

As a mat­ter of fact, this algo­rithm pro­duces a look so dif­fer­ent from the last ver­sion that I decided to keep the old shader along­side the updated one, sim­ply renam­ing the new ver­sion to Painter­Man II. Surely both can prove use­ful for dif­fer­ent objects in my film.

Here’s a sam­ple of what it looks like in a rough test scene:

That’s not all I’ve been up to lately… I have another NPR project cook­ing for use in Sleep­ing Dragon: Disney’s Deep Can­vas tech­nol­ogy looks mighty impres­sive, but there’s very lit­tle tech­ni­cal infor­ma­tion or even doc­u­men­ta­tion avail­able on the net. A SIGGRAPH paper from 2003 proved some­what insight­ful, but lacks detail here and there — not much of a sur­prise, of course Dis­ney doesn’t want to give away its trade secrets just like that.

From what I gather, it should be pos­si­ble to cre­ate a sys­tem sim­i­lar in look to Deep Can­vas using only stan­dard pro­grams and a lit­tle script­ing. Alas, I don’t have the time nor desire to cre­ate a fully work­ing imple­men­ta­tion just for my short movie, so I’ll have to make do with a lit­tle hack, if at all.
As it stands, only few scenes in Sleep­ing Dragon would gain from a sys­tem like this, so it’s not my main focus to get this run­ning at the moment. I’ll keep work­ing on it along­side the film and post updates if any­thing note­wor­thy comes about.