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September 15, 2015at3:50 pm demoscene, English, mobile, UNO, web, WebGL, 9 Comments
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deferred_particles

I’ve had this idea for a quite time now (few years I guess), but haven’t released it because it felt so stupid. Yes, just good old fashioned stupid, simple, idea. But it has some extremely good benefits that cannot be ignored.

If you check out my programming experiments from the past 10 years you’ll see a lot of particles. For some reason I keep on coming back to them. Always looking for ways to get more of them to the screen. But also trying to find new ways to render them, not just how they move, but also what sort of pixels I can draw to/with them.

Today I would like to introduce a new way of rendering particles.

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May 22, 2015at3:49 pm design, English, source, UNO, web, WebGL, 3 Comments
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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 its awesome programming language Uno.

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

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, UNO, web, WebGL, 3 Comments
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HoneyBee

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, Realtime Studio, UNO, WebGL, No Comment
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FlayForGood

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

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, UNO, WebGL, No Comment
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Twins

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

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

WebGL export via UNO in Realtime Studio

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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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