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May 22, 2015at3:49 pm design, English, source, UNO, web, WebGL, 1 Comment
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Porsche Black Edition

Thanks to Porsche, good people of UDG – United Digital Group and Technical Director Frank Reitberger, I was selected as one of three digital artist to collaborate with them to create a WebGL art piece around the new Porsche design line; The Black Edition. Other two artists were very well known old fellows Mario Klingemann and Frederik Vanhoutte.

In this post I’ll explain some of the technical things needed to get my particles dance with the engine sound in maximum quality and performance. Technology used for this piece was Fuse and it’s awesome programming language Uno.

→ Read the rest of this entry

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What do you think of this? (1)

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March 19, 2015at4:32 pm android, demoscene, ios, mobile, UNO, WebGL, 4 Comments
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d159
Real
time
Video
capture
(11:21:54) Bent: hey
(11:22:33) Simo: hey
(11:22:40) Bent: so, you know nvscene right?
(11:22:44) Simo: yep
(11:23:00) Bent: how would you feel about making an android demo for it?
(11:23:16) Simo: yes :)
(11:23:25) Simo: I want to make a demo
(11:23:26) Bent: it’s over one and a half month away
(11:23:29) Bent: i know you have a lot to do
(11:23:30) Simo: wanted for a long time now
(11:23:34) Bent: but i’m thinking “it’s time” :)
(11:24:08) Simo: I’ve been secretly working on mobile friendly deferred rendering :)
(11:24:22) Bent: you don’t have to work with me of course (for music), that’s not a requirement at all, but it would be fun
(11:24:34) Simo: would be great

My latest demo was Sparkle a Moment (flash) and it was made in 2011. So definitely it was about time to create something for the demoscene again. I moved from Flash to UNO some years ago so it was obvious selection of technology. Here are some links:

Android APK
NVidia Shield Tablet capture video
WebGL Capture Video
WebGL Build
DotNet EXE

As you can see at the end of “capture video” it also runs perfectly on iOS, but I’m too busy to upload it to store. Anyway it’s quite nice to get all sort of native code as a side product when writing UNO. :)

I’ll try to write a technical blog post about the demo later. There was quite a few technical tricks (like SSAO, VSM and Deferred Lighting etc) I needed to get my head around to get them run smooth and nice on Android and would be happy to share them with you (if there’s anyone reading my blog these days anyway…) .

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December 30, 2014at7:34 pm English, Experimentals, Realtime Studio, UNO, WebGL, 2 Comments
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SSAO+ShadowMap
Real
time

Felt like doing this and I haven’t released a single lab post this year.

WebGL export via UNO & Fuse

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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

WebGL export via UNO in Realtime Studio

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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

WebGL export via UNO in Realtime Studio

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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.

→ Read the rest of this entry

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

WebGL export via UNO in Realtime Studio

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

WebGL export via UNO in Realtime Studio

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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.

WebGL export via UNO in Realtime Studio

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