Robert Gatliff's Gallery |
This page is dedicated to all those computers
at work that have nothing better to do at night. |
Gallery Notice on copyright,
JPEGs, and image size.

Welcome to my gallery, and enjoy the guided tour!
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Glasses-V 1995
(241K, 1024x768) is a model I did a while back. It's pretty primitive, but
the lenses actually work.
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The sheet of graph paper in this scene illustrates my
process for constructing 3-D props. First, I start with an ideal and do a
sketch, trying to figure out how to layout the shot. Secondly, I design
any new props that are required like these glasses. This is usually done
on graph paper, but sometimes I do it interactive at the keyboard. Thirdly,
I translate this 2-D drawing into a 3-D modeling language, POV script; it's
sort of like a programming language. Fourth, I render the image with
POVray , a freeware raytracing program.
This last step is very iterative: I render the scene, I look at the image,
I tweak the scene, I render it again...until I abandon the piece.
| It took 25 hours on a Pentium/75, mostly because of the reflections between the
pieces. To the right is another one with the same pieces of candy. In this case,
9200 pieces and has taken
122 hours, Candies in space... 1995 (190K, 1024x436).
There's that cyclops pyramid smiley face, again. |
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Most of the additional rendering time was from the multi-point light source
that created the soft shadows from the candy belt.
I have some more work to do, illumination from the main planet body, reduce
the glare, more cloudy textures, and brighten the star field.
| 11th Hour 1994 (39K, 640x480) is a piece inspired
by my friends at Illuminati Online, the
internet provider that I use. Look closely at the engraving, it's another
cyclops pyramid, it's my providers logo.
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The watch chain was generated with an AWK script that randomly generated
the winding path. The watch face and
engraving are bitmaps that were manipulated with PhotoFinish.
The rest of the watch was
designed by hand on graph paper, with help of an HP calculator.
After I converted it to POV script, POVray spent 8 hours on a 486/66 rendering
the image.
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Glass-IV1994 (34K, 640x480) is
a prototype for a drinking glass. Glass is expensive to render. Glass both
reflects and transmits light. When light enters or leaves glass, it splits;
some is absorbed, some is refracted and the rest is reflected. Every path
the light takes, must be followed.
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It looks simple, but this small image took 8 hours to render. The jaggies
around the edges is an artifact of a low sample rate of one ray per pixel.
Most of my other images I use more than one ray per pixel, and blend the
results. This is called anti-aliasing, and can double the processing
time.
| End of the day 1995 (209K 1024x768), now with a
faster computer which I keep busy at night on raytracing, this
image took 48 hours to render on a Pentium/75. I added a wood grain surface to
the previous two objects.
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The glass in this image more than quadrupled the time
to render. All of the reflection, refraction, inner reflection and
re-reflecting caused a branching explosion. This was then anti-aliased
which doubled the time, yet again. On top of all this a second light source
added another 50% to the runtime. A variation of this watch is being used
as the banner screen to a timesheet product.
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3D candy 1994(33K, 640x480) was
the result of an argument that turned into a test of whether I still
remembered my Trigonometry in 3-D. |
| Dragons scales-IV 1995(84K, 1024x768)
was an experiment to create scales, and tile them. Ultimately,
I'll build a whole dragon, mean and metalic green. You could say this
is a bottom up design. : - ) |
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Othello match-XIV
1995(130K, 1024x768) is a work in progress. I use it as a testbed for raytracing
ideals and tricks. If you look in the partial shadows, the cloth texture
changes with each light source. |
Othello is a game that I have more
than average interest. I've created an
Othello
page for those who are interested in more information on this
wonderful little board game.
So much of their science fiction, that makes it to the U.S., end in World
War III, the destruction of Tokyo, a planet, a solar system, or even a
galaxy. Someday I'll add a space ship or moon to the scene. The unusual
size of image was intentional; its the same as wide screen movies, 2.35 to 1.
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World Peace 1995 (93K, 1024x768)
is a response to those who thought "An Earth shattering Kaboom" was too
violent. |
It's a really a proof of concept, like a rough drawing. If I like
the concept, I'll iteratively refine the image---a tweak there, a detail
there... Sort of like programming. For those who are interested in the
behind the scenes,
peace2.pov is the POV script for rendering
World Peace.
LISA-II 1993
(91K, 800x600).
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Here's my contribution to nonrepresentational modern art. Notice the pastel
colors slowly blend along a recursively
serpentine path. Actually its the product of a programming bug that
looked pretty good, so I had to call it a feature. : - )
A number of people have hard-copies from this series, hanging on their
walls. |
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The previous piece was named after my ex-wife who is into modern artist such as Mark Rothko.
To the right is an example of her own art that is in more traditional medium, water color, pastels, oil pastel,
and oil.
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Shades of Love 1994
(50K, 792x600) in oil.
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Untitled 1998
(36K, 640x427).
This piece is untitled because I want you to decide for yourself what it means.
I will tell you it followed the divorce with Lisa that resulted in a burst of
desire to express myself through art. Some described it as my wedding band
period, since they commonly appeared in these pieces.
This period also coincided with me acquiring a much faster
computer that allowed me to render much larger pieces. This opened up new
possiblilites for me, because I could render 100 Mbyte images and have them
printed as a large poster at a local print shop. These large format pieces
created much greater impact than what you can get on a 17 inch monitor.
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When I need to get away from computers, I go back to the basics---pencil, paper,
and pen & ink. Sometimes I give up the implements of writing and drawing, and
just fold the paper into shapes.
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Flapping bird 1995 is modeled after
one of the earliest things I learned to fold out of paper. To learn more
about the art of paper folding, visit my
Origami page
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If you are interested in more computer graphics and ray tracing, check out
Ian Grimstead's big page
of ray tracing. It points off to so many other sources, that it will
keep you busy for hours.
Other pages can be found through
UCSC's page on computer graphics.
There have been visitors here.
Back to my home page,
where you can find my mail address and other interests.
Visit the Illuminati Online home page.