July 31st, 2013 -
Now seems like a good opportunity to talk about how
far we've come in the last year. It seems like a whole
lot of miles, now. In fact, we've come a long ways.
In
the last year, we've added support for GPUs,
allowing us to add features that were simply not
possible before. On average, our GPU code runs 3 to
4 times faster than our most efficient multithreaded
CPU code. This made possible the Bokeh Blur filter
that realistically simulates the iris of an SLR
camera. This simply wasn't practical before. The GPU
also makes our 3D Designer render much more briskly,
Mandelbrots fly around at lightning speed, motion
blur and zoom takes place in realtime, and so on.
The
last year saw a rewrite of our graphics tablet code
to allow for a wider variety of hardware to be
supported. We also gained tablet calibration as an
ergonomic feature.
System
support has been expanded to include Linux, using
Wine as the API, and of course Windows 8, and also
running without administrator privileges, as well as
expanded international support.
There's
a lot that can be said about running under Linux of
course. Since this is our first foray into Linux,
we're not expecting the world just yet. There were a
number of hurdles to overcome. There were some
serious bottlenecks that have now been adressed.
Opening the sidebar was previously impossible, and
this has solved. There are small differences deep in
the COM implementation that are causing us some
grief. This has caused our plugin interface to fail
under Wine.
COM
is an aging standard, and a legacy one at that. Our
plugin interface is COM based. Plugins are exe
programs that execute alongside the main program and
communicate through a COM interface. It is a very
powerful interface, to be sure, but over the years,
changes for security and other reasons have given us
various problems. Also, since they were exe files, a
virus checker would getting involved every time a
plugin was launched. Virus checkers are fine, but
they're not part of the creative process. It was
time to move forward.
In
the last year, we've been systematically
internalizing plugins, and using every opportunity
to enhance them in any number of ways. For example,
the Starry Night filter has gained a real-time
preview so you can see your animation before you
commit for a final render.
Animation
is near and dear to our hearts, so we've been making
improvements there as well. You could always load an
AVI file to perform further manipulation of its
frames, but now you can load in a specific section
of frames from the AVI file. You can also load an
animation to use as a selection.
Some
of our biggest changes in the last year have
revolved around 3D rendering, and landscape
rendering in particular. In version 8.2, we added
not only landscape rendering, but also landscape
animating on the timeline. Now in version 9, we are
adding a global illumination raytracer to add more
realistic shading, shadows and antialiasing to our
rendering repertoire.
And
no paint program would be complete without actual
painting. Over the last year, we've expanded our
painting capabilities with more realistic
watercolors, gouache, bristle brushes, gel, and etc.
The
interface has undergone numerous improvements
including a simpler and more professional color
scheme, updated icons, more interactivity, updated
ruler, and etc. To show that we're keeping up with
the Jones', we also added the option to have a
single or double column toolbar. We also added a
flat shading option to play nice with Windows 8.
As
new devices have come onto market, such as new
Windows based tablets, we have done our utmost to
ensure that we run the best that we can. We've
optimized on low end devices powered by the C60 and
Atom based processors. In fact we've been pretty
progressive about taking advantage of new hardware.
And
keeping with market trends, we've reduced our price
in the last year. Version 9 should sell for around
$89. That's about what I paid for Deluxe Paint about
20 years ago.