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January 27, 2014at3:42 pm fitc, Realtime Studio, UNO, 1 Comment
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fitcblog

This year the FITC Amsterdam will be something truly special for me. Firstly I’ll BE there to get the inspiration overload after several years break and secondly I’ll be holding two sessions. (!!) When I heard that I’ll be speaking it came clear that the next APEXvj just got a deadline. So I’ve been working quite hard to get this new incarnation born. I’ve been using Outracks UNO & Realtime Studio for a year and a half and during that time it has been in a closed beta state. Meaning the technology has been just finding its shape. Also for me, coding to GPU with a new language meant learning new things daily. I’ve been pretty much in a narrow tunnel sucking new skills into my system for all that time.

It’s a good time to stop a bit and see what’s on the table.

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December 11, 2013at4:37 pm English, Experimentals, Realtime Studio, UNO, WebGL, No Comment
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PumpingHeart
Real
time

Took quite a lot of iterations to get this scene to work. It’s actually incarnation of the Nugget which started to look like crap next to other scenes. Who knows… maybe this will look like poop at some point.. actually I’m sure it will. Until then enjoy :)

Oh and the color code is also rewritten. It’s recommended to let it done it’s job. Perhaps it produce some nice scenes in the end. I posted the ColorHSL-class to the Outracks Beta forums, so if you’re there go get it.

Track : Radiohead – Pyramid Song (Zeds Dead Illuminati Remix) – ZEDSDEAD

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November 29, 2013at5:31 pm apexvj, English, Experimentals, UNO, web, WebGL, 3 Comments
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HoneyBee
Real
time

More progress with the next APEXvj. Hexacons are cool. As you can see it has a brand new, relatively fast and perhaps good looking, shadows on it. Next one will be about spaceships…

Track : Two Fingers – Vengeance Rhythm (KOAN Sound Remix) – KOAN Sound

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November 19, 2013at4:15 pm English, Experimentals, Realtime Studio, UNO, WebGL, No Comment
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FlayForGood
Real
time

Yet another preview from the upcoming APEXvj release. This time the good old rock hand from Jonny Ree got some special treatment.

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November 11, 2013at4:32 pm Experimentals, Realtime Studio, UNO, web, WebGL, 1 Comment
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Nugget
Real
time

Here’s the second “work in progress”-release of the next APEXvj. This one contains two scenes and four post-process effects. The sound analyzer code is rewritten as well.

Plan is to get this thing work in mobile, browser and desktop so I’ve decided to use only one draw call. It’s enough for a lot of cases and the Uno.Scenes.Batch class is pretty darn awesome for this. It allows me quickly create extra vertex buffers and only compiles those that I use.

The nugget geometry is made of truncated Tetrahedron. Used random values to determine how much corners are cut and in what angle. This way they all look a bit different. They all also have a different way of rotating, which obviously changes based on music.

For this release I’ve made a rather ambitious goal to make every scene construct based on sound, not just the camera movement or flashing lights. Let’s see how well that turns out..

You can change the post-process with 1,2,3,4-keys and the scene with Q and W-keys.

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November 2, 2013at12:25 am English, Experimentals, Realtime Studio, UNO, WebGL, 2 Comments
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FaxMachine
Real
time

The APEXvj train doesn’t stop and today I’ll release first bits of the next incarnation. Plan is to share these ‘work in progress’-visuals once in a while and possibly get some feedback and ideas in return. So please let me know what you think and does it run well on your machine? You can let the Auto VJ control the camera or hop in by dragging with mouse.

This next version will be much more reactive to sound and produce more complicated visual combinations based on music. More about that in next post…

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October 16, 2013at3:28 pm English, Experimentals, UNO, WebGL, No Comment
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Twins
Real
time

November is closing and so is Movember. Now, I just want to say one thing. For me, a person with permanent whiskers, it’s annoying Month. Not that I’m not for the good cause, but I hate the fact that people will see me as a part of a campaign. I don’t wear moustache because of prostate cancer, other male cancer or associated charities. I wear them because they look fucking awesome! That’s all, peace and love.

The trick here is to render particles once to framebuffer with Spheremap coordinates as color values. Blur it and then render scene again and use those coordinate values to sample texture. There’s also a cut off on alpha channel and custom smoothing on edges. Works fast and looks solid… I mean liquid.

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October 15, 2013at3:28 pm English, Experimentals, UNO, WebGL, 2 Comments
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LiquidHeart
Real
time

Today I learned how to do this. Notice that there are no jagged edges. :)

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October 8, 2013at9:49 pm English, Experimentals, Realtime Studio, UNO, WebGL, No Comment
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RenderPipeline
Real
time

Outracks guys pulled out a new version of UNO and Realtime Studio a couple days ago. The milestone is called Electron Volt. It contained a lot of improvements and additions. Batching framework and this thing called ‘virtual apply’ are my top most faves. Batching is for piling a lot of geometry in same buffer so that one can reduce the draw calls to minimum. This is exactly what I’ve done so far for performance reasons. Now it’s made easy. So easy that all I can do is drool.

This other feature called ‘virtual apply’ makes it easy (and frankly possible) to create complex rendering systems. This demo shows some of the features I’ve coded in my rendering pipeline. I won’t go into details until beta is over but what you see in demo is a scene that contains one large vertex buffer and I can control it through my RenderPipeline class. I can control EVERYTHING seen on the screen from post process to actual vertex and fragment shaders inside same class. Everything I do turns into sliders that I can adjust in realtime view. It is simply mad good.

Demo contains four different combinations of effects and sets of variables. Click the screen and press 1, 2, 3 or 4.

p.s. oh and as you can see I have a new blur code that is faster and reduce the flickering to minimum. You can read more about that here. If you’re at Outracks beta and want to know how, I’m more the happy to share that code.

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September 30, 2013at4:13 pm demoscene, English, Experimentals, UNO, WebGL, 2 Comments
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ReflectionParticle
Real
time

Here you have particles shaded with CubeMap as well as LightMap. Individually moving and forming shapes. Something I haven’t tried yet so it had to be done. Famous demos from Fairlight like, Ceasefire (all falls down..) by Carillon & Cyberiad & Fairlight, I believe, use somewhat similar technique.

The goal wasn’t to be able add as many particles to the screen as possible, however I build a stack of versions with different particle count:

109220
218440
327660
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546100
And of course the over million version, 1092200 ;)

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