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Non-PhotoRealistic Quake (2002)
- jadbox 8y agono screenshots?
- TeMPOraL 8y agoThere are couple hidden in subpages on the submission (look for "sketchy/blueprint/brushshroke NPR links" in the sidebar), + some in the paper here: http://research.cs.wisc.edu/graphics/Gallery/HijackGL/ http://research.cs.wisc.edu/graphics/Gallery/HijackGL/.
- predakanga 8y agoThanks for linking HijackGL - I was trying to find that a few months back, but was searching for "GLHijack" to no avail. I used to play the Jedi Knight games with a pencil-drawn shader, was feeling nostalgic
- kuroguro 8y agoHeh, did whitewalls + wireframes ages ago for Half-Life based games with the same method - just an opengl32.dll http://i68.tinypic.com/m93pj7.png http://i68.tinypic.com/m93pj7.png Had to dig it out from my project graveyard, but still seems to work :)
- travbrack 8y agoHere's a video of the "sketchy" shader. Couldn't find the others. https://www.youtube.com/watch?v=jrr3dt01jNc https://www.youtube.com/watch?v=jrr3dt01jNc
- simongray 8y agoAnd of course "Take On Me" is playing in the background ;-)
- yellowapple 8y agoMy very first thought when encountering the article was "Needs more A-Ha", only for the Internet to have already made my dreams come true.
- njn 8y agoI don't know why everyone's saying there are no screenshots. There's one here: https://research.cs.wisc.edu/graphics/Gallery/NPRQuake/sketchyNPR.html https://research.cs.wisc.edu/graphics/Gallery/NPRQuake/sketc...
- always_good 8y agoIt's because that's the initial pull of the project: "Cool, so what does it look like?" And then you click in to the homepage yet have to dig around to find one. There isn't any navlink titled "Screenshots" nor "Gallery", so you click through them all until you find "Sketchy NPR" which has a screenshot, most people probably bailing before then. This type of project would best serve visitors and itself if it had screenshots on the homepage.
- jplayer01 8y agoMan, I took one look at the sidebar and gave up, came back here to search through the comments for links instead. That site is insufferable. Too much focus on being clever instead of functional.
- openbasic 8y agoGame project based on NPRQuake engine: https://github.com/klaussilveira/doodle https://github.com/klaussilveira/doodle
- shpx 8y agoThis reminds me of using neural style transfer on the surfaces of 3D models. https://twitter.com/nobelchoco/status/909417583954317312 https://twitter.com/nobelchoco/status/909417583954317312
- Erlich_Bachman 8y agoIs that really 3D models in the video though? It looks more like regular neural-style-transfer done on something like series of images from google street view.
- shpx 8y agoIt's a 3D model of Bibury, UK made using photogrammetry. Did you watch the whole clip? Watch it again; the perspective changes as the camera rotates. https://en.wikipedia.org/wiki/Photogrammetry https://en.wikipedia.org/wiki/Photogrammetry http://www.theastronauts.com/2014/03/visual-revolution-vanishing-ethan-carter/ http://www.theastronauts.com/2014/03/visual-revolution-vanis...
- dosy 8y agoHere's a video of all the shaders: https://www.youtube.com/watch?v=PMpx3pupMKg https://www.youtube.com/watch?v=PMpx3pupMKg My reaction was, that is really cute, seriously. Let me feel happy to see this:)
- deleted 8y ago[deleted]
- tinus_hn 8y agoOne of the suggestions on that video was this analog approach which looks very interesting: https://www.youtube.com/watch?v=uMHHfMTJTDk https://www.youtube.com/watch?v=uMHHfMTJTDk
- lawlessone 8y agoNeed's A-ha as a soundtrack :-)
- harveynick 8y agoHa! Came here to say this!
- sytelus 8y agoThis is refereed to as Stylized Rendering is well supported by modern engines quite easily. Usually you just drop in plugin and you get stylized version of the game: https://docs.unrealengine.com/en-us/Resources/Showcases/Stylized https://docs.unrealengine.com/en-us/Resources/Showcases/Styl...
- obl 8y agoIt really depends on what style you want to achieve but it can get quite hairy pretty fast. Non-photorealistic rendering is actually a whole (fascinating) academic field in itself. Since you have conflicting goals (temporal coherence, spatial coherence, "flatness", relatively constant stroke/feature size, ...) it's full of interesting tradeoffs and techniques. Even simple things like beautiful real-time stylized outlining can be really hard if you are picky about the result.
- Nah0chei 8y agoFor anime style you'll need a little more than just a few shaders. The models themselves need to be distortable and perspective-dependent.
- uryga 8y agoI know very little about this field - why would a model need to be distorted to give an anime look? (Also, what does perspective-dependent mean in this context?)
- slazaro 8y agoRe: perspective-dependence: I'm assuming they meant that in actually hand-drawn anime, things like hairstyles or eyes are not realistic because they switch shapes and locations depending on the perspective (like, both eyes always visible even when almost-sideways, or hair spikes switching from left to right when the character turns, etc).
- e_proxus 8y ago
- jlebrech 8y agoyou could make a nice story driven game with that shader
- jlebrech 8y agoor some 3d storyboarding, but then you don't need quake, it could be a shader for blender for example
- arketyp 8y agoI prefer Quake on an oscilloscope: https://www.youtube.com/watch?v=GIdiHh6mW58 https://www.youtube.com/watch?v=GIdiHh6mW58
- Nursie 8y agoThat's pretty awesome, and I like that there are people still doing interesting stuff with Quake. Years ago I used to love ttyquake. Even played a couple of (fun) deathmatches in it. With the xterm font-size turned way down and res way up of course...
- falsedan 8y ago> still doing interesting stuff with Quake I like it too, but NPRQuake was a spring 2000 class project and was widely available in 2001. I remember making a version which intercepted calls with GL_TRIANGLE to instead call glutSolidTeapot. The framerate was… degraded.
- Nursie 8y agoHa! Didn't spot that this article was from 2002 :)
- simias 8y agoOne of my favorite parts of writing emulators is getting to mess with the internals of the console to change the way the games look or feel. Widescreen hacks, palette swaps, visual enhancements and/or deterioration. Here are a few random examples I've collected while experimenting: Playstation upscaling: https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif OpenGL debugging gone wild that turned Spyro into LSD dream emulator mode: https://svkt.org/~simias/mednafen/disco.webm https://svkt.org/~simias/mednafen/disco.webm Metal Gear Solid without textures: https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png Crash Bandicoot in Wireframe: https://svkt.org/~simias/rustation/crash-wf.png https://svkt.org/~simias/rustation/crash-wf.png Metroid II "widescreen" hack: https://svkt.org/~simias/metroid-ws.webm https://svkt.org/~simias/metroid-ws.webm Super Mario Land with fixed background (and terrible audio): https://svkt.org/~simias/mario-warp.ogv https://svkt.org/~simias/mario-warp.ogv The possibilities are endless and it sometimes lets you discover some clever tricks the devs used to work around the limitations of the time, such as Spyro's skybox being made entirely out of non-textured polygons: https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).
- WorldMaker 8y agoA related, interesting rabbit hole I wandered through the other day (prompted by a thread on Mastodon), was that the early Sierra games included stronger art than the systems they were developed for supported. The thread started by wondering if there were smart ways to upscale some of the games because Sierra often used a lot of vector art, though the conclusion there is the vector/raster mix is too brittle in most of their games, because it is almost always a pixel-specific mix in the end result. That lead to the interesting bit that SCI0 games from Sierra in the EGA era had artwork drawn at higher color palettes than EGA supported at the time (or more specifically, the artwork individually follows EGA restrictions of 16 color palettes, but a larger mix of different colors palettes for different artwork mixed in the same scenes/games than EGA can quickly cycle through and than other EGA games would have done in the same time frame), and included that detail in the games with the SCI0 engine dithering the results at runtime, rather than standardizing palettes at dev time. Sierra at the time was quite proud of their dithering tech because it gave the artists greater freedom and looked good enough at the time. Arguably, too they knew the technology would get less restrictive eventually and they could support that when that happened, though that was before the era of easy game patches so who knows if they ever thought to act on that for "easy" VGA upgrades. The interesting part of that to me is that ScummVM reimplemented the dithering, then eventually turned it off by default. If you play a SCI0 game in ScummVM today you get the wider color mix of the original artwork. You can turn the dithering back on if you wish, but the artwork really does look better with modern color support rather than emulated dithering.
- hiccuphippo 8y agoA game called Valkiria Chronicles uses a hand drawn style similar to this: https://youtu.be/p-0RY4TTNwE https://youtu.be/p-0RY4TTNwE
- _frog 8y agoI had a ton of fun with Valkyria Chronicles back in the day, and I’m not sure anything’s pulled of that sketched style in quite the same way. The brushstroke renderer also reminded me a lot of Okami[1], one of my favourite games from the PS2 era. It had a very distinctive style based on Japanese ink brush art. [1]: https://youtu.be/G6NPoX7_ehc https://youtu.be/G6NPoX7_ehc
- qiller 8y agoMy other favorite Quake experiment was PanQuake http://strlen.com/gfxengine/panquake/ http://strlen.com/gfxengine/panquake/ and FisheyeQuake http://strlen.com/gfxengine/fisheyequake/index.html http://strlen.com/gfxengine/fisheyequake/index.html. Running through the world with 360° view is quite trippy.
- thomastjeffery 8y agoAlso appropriate, since Quake has become synonymous with wide angle field of view.
- aw3c2 8y agohttps://github.com/shaunlebron/blinky https://github.com/shaunlebron/blinky
- Kapura 8y agoQuake was never anything close to photorealistic, so it is an absolute crime that this is called "Non-Photorealistic Quake" and not "Quake On Me."
- cholantesh 8y agoPerfect! Next we need a Bakshi-style rotoscoped Quake.
- deleted 8y ago[deleted]
- mikeash 8y agoI love the look of the still images, but I don’t like how everything is shaky because things get stylised differently from one frame to the next. Has there been work on this sort of thing that maintains consistency between frames?
- mpax 8y agoThe jitteryness is an artistic choice (no tech limitation).
- 0xdeadbeefbabe 8y agoIt wasn't ever photo-realistic. Why bother with realism at all? This looks awesome btw http://www.quelsolaar.com/love/screen_shots.html http://www.quelsolaar.com/love/screen_shots.html? There was also a gory black and white and RED game that I can't find right now.
- jackhack 8y agoMadworld? https://en.wikipedia.org/wiki/MadWorld https://en.wikipedia.org/wiki/MadWorld While no-one would argue that Quake was truly photorealistic, it was as realistic as the hardware of the day would allow at a videogame framerate (30+fps).
- mpax 8y agoI used to own Flight Simulator ‘98. Which proudly stated “photorealistic graphics” on the box. Technically they were correct... all the textures were photos!
- 0xdeadbeefbabe 8y agoThough I never played madworld I continue to wonder if the game play is more exciting because the graphics invite your mind to fill in missing details.