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Interview
with the Fishes from SplutterFish
CGarchitect.com
interviews Scott Kirvan and Steve Blackmon, two of the fishes from
SplutterFish, makers of Brazil r/s, to find out just what they went
through to get this great product to market, and what they have in
store for the future.
CGA: Could you introduce yourselves?
I am Scott Kirvan. Steve Blackmon and I are the co-founders of SplutterFish.
CGA: Tell us about your backgrounds and how you originally
became involved with computer graphics industry
I have
been interested in photography and CG since the early Amiga days
(that should tell you how old I am). In 1992 after getting my electrical
engineering degree, I started working at Impulse, maker of Imagine,
one of the first 3D animation apps for the Amiga and PC. I wrote
shaders, modelers, procedural effects, a dedicated 3D spline/font
editor, etc. It was through Imagine that I met Steve, who at the
time was one of the "hot" Imagine artists. Steve's interest
in CG programming and art began when he was a kid, and after he
left college, he then started his own graphic design company. He
joined Blur Studio in 1995 and a year later, helped land me a job
there as their lead production programmer. Steve is an expert lighter
and over the years he has worked as senior animator, sequence lead
animator, and on-set and off-set VFX supervisor, as well a programmer.
So, that was the beginning of our partnership. With the intense
schedules we had at Blur, we were able to pump out tons of custom
code, including a ray tracer which eventually became RayFX in 3dsmax.
CGA: Can you give us a brief chronology of how SplutterFish
come to be and what the driving force behind the development of
Brazil r/s was?
In
2000, I left Blur to do freelance VFX/technical consulting for film
and television productions. Meanwhile, Steve started playing around
with GI and Ghost, the precursor to Brazil. At the time when Ghost
really started creating a buzz in the CG community, I had just finished
working on a film project. In early 2001, Steve and I felt the time
was ripe for us to start SplutterFish to bring this exciting technology
to commercial viability. Over the years at Blur, we had talked about
writing our dream renderer. The design of Brazil really is the culmination
of years of brainstorming, algorithm refinement, and object-oriented
core design. These discussions were happening long before Ghost
was even started. Brazil r/s is not a technology that was 'slapped'
together overnight. I firmly believe that when artists use it they
can tell that.
Image Courtesy
of SplutterFish - Rendered by Johan Thorngren
CGA:
Without giving away too much, and to help our readers understand
how the various renderers out there differ, how does Brazil compare
technically to other GI/Radiosity renderers out there? What techniques
or algorithms is Brazil based upon?
We
don't think of Brazil r/s as a GI renderer. Brazil is a system of
rendering tools based on a super-fast, highly-evolved ray-tracing
engine. It provides many advanced tools like sub-surface scattering,
area lighting, sophisticated global photon mapping/caustics, in
addition to GI. With Brazil, the artist now has this arsenal of
tools to choose from and can pick those best suited for a particular
type of project (indoor, outdoor, highly-detailed scenes, etc).
Brazil can render very fast using its advanced features and shaders.
Area lights or global photons for example, can speed up render times
by several orders of magnitude - hours to minutes in many cases
- and is much faster than straight GI and with no or very little
sacrifice in image quality.
Another
thing that sets Brazil apart is its highly-evolved ray-tracing engine.
For the last six years, and up to the present, Steve and I have
spent due diligence refining the engine--optimizing code, constantly
redesigning and rewriting algorithms for speed, adaptability, etc.
In my opinion there is no ray-tracer running on any platform that
even comes close to it's performance.
Another
key characteristic of Brazil is its anti-aliasing. Because both
Steve and I come from a production background, we understand that
this is a serious concern, particularly in animation. Other renderers
cut corners with their AA to enhance rendering speed. These short
cuts make the renderer impractical or unusable for many types of
production work, especially broadcast and film quality animation.
In order to get usuable results, you have to crank the settings
so high to get rid of the artifacts and flickering created by these
other renderer's "fast" algorithms, that the render times
shoot prohibitively through the roof. Using Brazil, you don't hit
that wall. Artists can render complex scenes with reasonable settings,
reasonably fast. Brazil's carefully engineered memory handling and
use of system resources promote a level performance curve. This
means that throwing more and more complexity to the scene at a certain
point levels off, adding very little little additional system load
and/or render-time.

Image
Courtesy of SplutterFish - Rendered by Jorge
Seva & Sergio Miruri
CGA: With such a small team working on such a monumental
task, how did you pull it off? Did you ever have doubts about being
able to do it?
The
SplutterFish team is not as small as one might think. We have four
software engineers, three whom work full-time on Brazil. Cuneyt
Ozdas, one of the world's top 3ds max software engineers, joined
us late last year and has been an invaluable asset to the team.
Connie Jacobs, who essentially handles the day-to-day business operations,
is also a software engineer who writes our networking code. In addition,
we also have a very dedicated group of testers, professionals and
non-professional artists, with whom we interact daily. These artists
come from a variety of backgrounds and fields so we can keep focused
on the needs of all artists. The intense interaction and collaborative
effort with these talented people are the reason Brazil is such
a superior product.
I don't
think we ever had doubts that Brazil 1.0 would get completed, but
I wouldn't say it was always easy. During the past year, there were
the usual mental, emotional and even physical strains inherent when
you're up against a tremendous challenge and time constraints. The
support and overwhelmingly positive response to Brazil from our
pre-release clients really kept us going.
Image
Courtesy of SplutterFish - Rendered by Al Barranco
CGA: With version 1.0 finally out the door, has there been
a huge weight lifted from your shoulders or have you only just begun?
While
the weight of the Brazil 1.0 release has lifted, our work has really
only just begun. We dedicated ourselves last year towards building
a solid rendering system. Laying a proper foundation in any endeavor
is the most time-consuming, challenging and critical stage. If the
foundation is flawed, any development thereafter is inherently weak
and it's really difficult to overcome that weakness with hack fixes
and bandaids, not to mention that adding to a flawed foundation
jeopardizes the whole structure. Others have attempted to copy our
UI and our workflow. These attempts are purely superficial. Looking
like Brazil does not mean it has the rigorous standards and quality
of Brazil. With our core architecture in place, we are now able
to have fun and build upon it rapidly, and with confidence. Brazil
r/s is now solid, reliable and ready for supporting the new features
we have in mind for 2.0.
CGA: Few companies have publicly alpha tested their products
and solicited the kind of feedback from their users. What prompted
you to take this non-traditional route?
As
mentioned earlier, Blur needed some GI and so this code, the precursor
to Brazil, got posted on Blurbeta. It caught on like wildfire. People
started pumping out beautiful images. We started filling up hard
drives from all the images sent to us. When we decided to develop
the code commercially, we continued this open pattern of communicating
with the 3D community and it really aided the development process.

Image
Courtesy of SplutterFish - Rendered by Al Barranco
CGA:
What features and technologies does Brazil r/s provide specifically
to the architectural CG market?
I think
a good way to approach this question is to share what our pre-release
arch viz clients brought to the development of Brazil. In many ways,
their needs far exceed what is required in, say, standard broadcast
rendering. There were situations they would run into that would
reveal even small weaknesses in our design. For example, I remember
one client had a little tiny railing in the background of a building
interior and thankfully, it forced us to improve upon our anti-aliasing
algorithms even more.
Large
format work was another thing the arch viz community forced us to
address. They render these huge stills, something we production
guys don't frequently have to deal with. To accommodate them, we
added a new VFB to reduce memory usage and we also contracted Dave
Humphreys to write a maxscript to offer at least some limited form
of distributed rendering capability. The script Brazil offers presently
is far from an optimal solution, but it is useful in some of these
large architectural still situations. Of course we have plans to
do full on, bucket-based distributed rendering which we know they'll
really appreciate.
One
of the most appealing aspects of Brazil for architects, is the lighting
features (GI, radiosity, skylight, area lighting, etc). We wrote
Brazil to offer the artist a natural, intuitive way to set up lights
(and cameras) and it gives predictable results. It's quite simple--one
sets a light in a room and the room is lit just the way one expects.
It makes the workflow fun and natural, and in my opinion, the image
quality and beauty of the lighting makes Brazil unbeatable.
Image
Courtesy of SplutterFish - Rendered by
Alex McLeod
CGA: Have you had a lot of response from architectural CG
artists about Brazil r/s?
Architectural
artists make up a significant portion of our client-base. Their
work is very demanding and requires precision and accuracy--things
that you really can't (or don't really want to) fake. As I mentioned
earlier, working with architects and visualization professionals
during last several months of our pre-release sales program pushed
our development efforts farther than we might have gone without
their input. It actually forced us to add a very talented arch viz
guy to our inside team of testers to ensure that the needs of the
community were being met. His invaluable contribution helped us
address the compatibility issues that came up with popular arch
viz 3rd party plug-ins. He also helped us improve our distributed
rendering script geared towards large architecture stills and address
the lighting and workflow concerns that arch viz artists have in
choosing a renderer.
CGA: What is in the future for SplutterFish?
The
next twelve months are going to be very exciting for SplutterFish.
We have already started working on Brazil r/s 2.0. Presently we
are working on other highly desirable features such as true distributed
rendering, displacement, 3D motion blur, etc. Registered owners
of 1.0 will be able to beta test these as we go along. As we have
happily learned, there is nothing more valuable than to have thousands
of people testing the software -- professionals who are 'hammering'
on it in real-world production situations -- to reveal bugs or flaws
in the workflow. This enables us to catch and fix things early when
they are easier to fix. We also recently announced that we are developing
Joe Alter's “Shave and a Haircut,” the acclaimed hair-creation
package, for 3ds max. We expect that will be available towards the
end of the year. Additionally, we are keeping busy by forging key
partnerships to develop Brazil for other platforms.

Image
Courtesy of SplutterFish - Rendered by Calibre
Digital Pictures
CGA: What is your favorite link to visit on the web? (not
necessarily CG related)
Steve
reads every online paper that is written about CG/3D and keeps up
with all the game sites. I enjoy visiting sites that show all sorts
of short films, animation, and I visit our clients web sites to
see all the cool stuff they're doing with Brazil.
http://www.neilblevins.com
http://www.renderman.org
http://www.maxunderground.com
http://slashdot.org
http://www.cgarchitect.com
http://www.corona.bc.ca/films/
http://www.explodingdog.com/
http://max3d.3dluvr.com/main.html
http://www.uemedia.com/CPC/vfxpro/
http://weeklyworldnews.com/
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