peta lewiz’ portfolio
programmin escapadez uv graphicz n gamez programmageomericz= 1 year
juli 2nd... 2008so... 1 year ago today... i startd my first day at geomericz. thiz warrant sum delicious portal cake=

mmm... tastez uv sum delicious... chocolatee neurotoxin.
i done lot uv thing thiz year. writin bl0g entriez haz not been 1 uv them. i shall resolve 2 talk bit more bout my experiencez ova last year... n how my thought on computa graphicz (specificalli relatd 2 computa gamez) haz changed coz uv them.
in fact... that remind me= in few days... i should wriet up sum uv wisdom bestowed upon us by total legend jeremy vickary - previous lead lightin artist frm pixar - who came 2 visit us 4 few days.
postd in unrelatd | no comment »
oop!!??!!
june 6th... 20084 those uv u who has visitd before... u may notice that my old websiet iz… gone. frankli... i broke it like dork. at least i managed 2 keep all gibberish post. thiz wil has 2 do 4 now... until i iz able 2 get version 2.0 done.
postd in unrelatd | no comment »
enlighten @ gdc 2008 (more)
february 19th... 2008we has just released two more videos!!??!! hd versionz wil shortli b available here.
postd in enlighten | no comment »
enlighten @ gdc 2008
january 29th... 2008i been meanin 2 post 4 while now... but any post i would has made would probabli has been inconsequenshl drivel (see all otha post). but not thiz tiem!!??!!
we at geomericz has been wurkin ratha hard*... n we produced small teasa video uv our wurk in preparation 4 gdc 2008. we has more than thiz teasa... but we savin that 4 event itself. video iz capture uv our lead technical artist... ivan pedersen... demonstratin (at x4 speed) capabilitiez uv our technology. it’ll hopefulli put 2 res sum uv rumour that it all just fake. (such rumour kil fairiez.)
find high-definition version here!!??!!
also... here r sum detailz 2 answa sum otha questionz that i get frequentli asked=- it iz dynamic= u can move lite n geometry... change materialz... et cetera... n radiositee wil change accordingli.
- dynamic shadows do affect radiositee.
- it can do larga levelz/map/geometry than shown here. we savin that 4 gdc.
- it iz more efficient when usin precompute step 4 static geometry. dynamic geometry do not need thiz step.**
- it usez two solutionz 4 static n deformable geometry... just 4 efficiency sake. in theory u could mark everythin as deformable object…
- it runz fast enough 4 use in computa gamez... or we all b out uv job. )
- there iz spu version 4 ps3. it iz fulli threadable 4 windows n xbox 360.
i confess i’m bein deliberateli vague bout performance here... n u has my sinceres apologiez. thiz not coz i’m filthy liar... but wit extensiv wurk goin on here in office at moment... i’m not goin 2 commit 2 any numba. also... that job 4 marketin typez... so i’m not goin 2 tread on anyone toez. if anyone do has any questionz... howeva... u can
geomericz directli frm websiet.
by way... i love thiz websiet!!??!!
* between partiez n hooka.
** 4 radiositee precomputation onli... thiz took around 3-5 minutez.
postd in enlighten | 1 comment »
motion blur
august 27th... 2007i finalli got around 2 uploadin fixed motion blur in glsl demo... which can b found here. i fixed it few days afta my last post... but i been neglectin thiz siet little bit lateli. today i modified it so that there iz more blur on outa edgez uv screen... n less in centre. thiz wuz 2 avoid wtf i like 2 call “bourne film sickness”.
reason that i not postd in while iz that i actualli left universitee n got myself job at ratha amazin gamez r&d company based in cambridge. it briliant... n i’m so glad that i did it. i wuz runnin out uv money... fast... n thiz job opportunitee wuz 2 amazin 2 b missed.
i’m stil doin my masta in my spare tiem... tho. ratha than doin sumthin graphical 4 my final thesiz... i decided 2 wriet small scriptin language. i always wantd 2 wriet 1... n i spend 8 hour day doin graphicz at wurk... so i figured that i mite overdose. )
as i say... do chek out improved motion blur.
edit= gosh!!??!! my wurk haz been referenced on blenda artist forumz last month!!??!! thankz guys!!??!! )
edit... again= sum shot uv blur. i just realised that it not framerate independent... so on slow card u’ll get load uv blur... but on geforce 8800 u’ll get nica blur (coz that wtf i tweaked it 2). sorry bout that.

sum excessiv blurrin 2 show it off. high forward velocitee.

gentle sideways movement.
postd in programmin... project | no comment »
cave troll; photorealism on gpu; “cali”
may 4th... 2007i haven’t postd in while... so my current wurk iz shrouded in mystery.
first off... quik
on last term= i produced procedural citee/garden generator in houdini... but i don’t has screenshot here. i wil post sum up next tiem i’m at uni. also... there wuz infamous glsl demo... which i’m moderateli pleased wit n haz inspired me wit regard 2 my major project thiz year. more on that in moment. if u has geforce 6800 or above... please do chek that out!!??!! it quiet basic compared 2 lot uv stuff out there rite now... but i’m stil pleased wit it as i managed 2 cobble it togetha in fiv or six weekz.
last term also saw end uv cave troll. now... while i’m pleased wit lot uv featurez that wuz incorporatd in2 project... it seemz that fate conspired against us 2 ensure that everythin that could go wrong went wrong. howeva... i wuz responsible 4 lightin n maya 2 renderman pipeline... n both uv those thing wurked out treat. u can see copy uv presentation slidez 4 detailz on how median cut algorithm wurkz... n also detailz on rib exporta. there iz dodgy video showin how ambient lite map onto sphere. i may wriet
page on these toolz soon.
reason i’m so annoyed wit project iz that mocap data that we wuz so proud uv wuz completeli unusable. malcolm... our onli animator... used xsi 2 hand-animate troll usin mocap video as reference... but then we not get our animation frm xsi 2 maya. given remainin tiem... malc had 2 learn maya in two weekz n animate frm scratch. he deservez medal 4 that... 2 b hones.
muscle system wuz developed by johannez... but unfortunateli he wuz stuk in germany when it came 2 actualli applyin musclez 2 troll. i had 2 botch job in last week n not able 2 tweak it... so if u want lol watch belli uv troll very carefulli as he runz…
main topic i wantd 2 cova in thiz entry iz photorealistic renderin usin graphicz card. as john carmak sed in hiz 2004 quakecon speech... it not b long until we start seein low budget visual effect studios switchin 2 more affordable n fasta method 4 renderin c.g. scenez. wit gamez companiez producin stuff like gear uv war... that day iz gettin closa n closa. thiz iz currentli wtf i’m lookin 2 investigate... n i’m plannin 2 wriet renderman compliant gpu-based rendera (codenamed “calistos”... or just “cali”) ova comin months.
howeva... there r numba uv thing that clearli make offline renderin superior 2 renderin on gpu... n these need 2 b resolved sumhow in orda 2 produce betta result. first thin that i notice every tiem i look at gamez iz terrible... terrible aliasin. frankli antialiasin on current hardware iz dire... n that realli need 2 b improved. even at 8x... it stil lookz prettee bad. i’m lookin forward 2 day when hardware haz in-built 16x anti-aliasin at decent ratez.

anotha thin i don’t like iz txture filterin. it can b fine in lot uv casez... n mipmappin certainli
2 reduce aliasin on distant txturez. howeva... closa u get more txture lookz bad... n onli way 2 solve thiz iz 2 use very high resolution txture. in offline rendera u can has txture any size u like... but on gpu u limitd 2 128mb or less in most casez. 4 cave troll... we had 32-bit floatin point displacement map that wuz 4096 pixelz square n took up 100mb uv disk space. that certainli not goin 2 b viable on gpu in any circumstancez.