Posts tagged with 'ambient occlusion'

Functy Updates – Shadows and UI Improvements

  • Posted on August 11, 2014 at 11:43 pm

The last two weeks of summer break have given me the opportunity to give Functy some long-overdue attention. As I mentioned in my previous post, one of the improvements I’ve been working on has been dynamic shadows, and these are now fully implemented. The result is a big improvement in the visual fidelity and sense of depth in the visualisation. You can see the difference in the two screenshots below and I’ll include a proper comparison in a future post.

The next step will be to test out ambient occlusion, as kindly suggested by Andrea Bernabei (@faenil). I’m not sure how well this will work with the type of functional objects rendered by Functy, but it’s worth investigating. Ambient occlusion produces the sort of shadow effects more likely to occur indoors where the light tends to be more scattered, as compared to directed lights or outside direct sunlight, as the current version produces. However, research has shown that ambient occlusion gives a heightened sense of depth as compared to direct shadows, so it’ll be interesting to see the results.

The second major change has been to the user interface. This has been completely rebuilt from the ground up to fit with a single window workbench-style interface, as opposed to the previous multiple-window toolbox-style interface.

Personally I’m a big fan of multi-window interfaces; it should be the job of the window manager to allow you to arrange and configure your windows however you want. Sadly most window managers seem to be lacking in the flexibility department, and managing multiple windows becomes an exercise in hide-and-seek, trying to find windows that got lost behind others like a stack of papers on a desk. So, even though it’s not the perfect solution, I’ve converted Functy so that everything is visible and available in a single window.

I have to admit that the result does look more professional and I think it’s a positive change. I’m not quite sure what will happen if things get more complicated, but it works well for the timebeing.

There’s still a fair bit of work to be done before this can be given a full binary release, such as updating everything to work on Windows, and switching from libglade to GtkBuilder (this may be for a future time). Feel free to test out the version from source (it’s very easy to build, honest!) in the meantime.