What is Picture to People ?

"Picture to People" (P2P) is a huge Computer Graphics project. It was started to create new softwares able to make 2D drawing, 3D rendering, vexel drawing, text effects, photo effects, image filtering and other complex Computer Graphics operations. It has been made from scratch, including its low level Computer Graphics libraries like Maccala. Nowadays, most final features produced for this project are released as free online tools available from its official website. This blog talks about Computer Graphics, mainly concerning Picture to People development.

"Only who makes has true knowledge. Knowledge is control. True power depends on total control. Only who makes from scratch has the real power."

Sunday, May 25, 2008

Thick lines improvement

As my new renderer will be very complicated, I will take a lot of time to plan, code and test it. Furthermore, I don't know if it will really work as I want. So, I'm still improving my old renderer.

I started to code thick lines with different kinds of junction using my vector based library. Depending on the image to be rasterized, the final result can change a lot according to the type of line used.

Image shows a square drawn using a thin line and the five types of thick lines I'm developing.

Tuesday, May 20, 2008

Rendering engine with anti-aliasing = hard work

I'm trying to make my own rendering engine with strong anti-aliasing and fast results. It's a very very very hard task. One of main challenges I have found since I started this project.

Maybe it will take much more time yet. I don't know if I will win in the end, but I'm not ready to give up.

Anyway, I want to keep the "plan B" going on. I will improve the renderizer I have now to offer new options when dealing with thick lines. I hope I will have some screenshot to show in some days.

Monday, May 5, 2008

So now what?

First I would like to thank Maxim Shemanarev. He gave me some tips about the cl-aa algorithm for drawing. In fact, this algorithm is very hard to understand in absolute completeness. I never copy an algorithm. I always understand it and implement from scratch using my own hands.

I will not use the algorithm mentioned above. The trivial idea is simple, but a complete understanding for implementation is complicated. Anyway, the cl-aa algorithm have opened my mind for other ideas. I will try to create my own rendering algorithm using my knowledge about several techniques concerning anti-aliased drawing. Probably my results will be more modest about speed and memory usage, but I hope I can create an easier to understand and maintain method, without lose the professional results.

My excuses to my readers, but I will spend two or three weeks researching and developing my own algorithms for two very important subjects:
- fast anti-aliased rendering;
- transforming bitmaps in vector based objects.

I will not post here during this time.

Sunday, May 4, 2008

Parametrized curves

Curves again again ...

I'm recoding some parts of my vector based library. I need more power and flexibility. More robust and eclectic parametrization is the only way I know to get it.

When you get enough generalization of your equations and approaches, just some different numbers in the correct places can give to you absolutely distinct curves with specific math properties.