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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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What do you think of this? (2)

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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
436880
546100
And of course the over million version, 1092200 ;)

WebGL export via UNO in Realtime Studio

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What do you think of this? (2)

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September 26, 2013at1:00 pm English, Experimentals, UNO, WebGL, No Comment
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MotionTronHQ
Real
time

Yet another remix. This time with full resolution and motion blur. So there are Reflection (Cubemap), Glow, FindEdges, DepthOfField, MotionBlur and Anti-Aliasing (though findedges remove most of it) all in same soup. Also the geometry is a bit different.

WebGL export via UNO in Realtime Studio

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September 25, 2013at10:40 am English, Experimentals, UNO, WebGL, 1 Comment
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EdgeFracture
Real
time

Made a remix of previous experiment IcoFracture. For this experiment I made a bit more advanced rendering pipeline. UNO library contains default filter called FindEdges. I took that code and implemented to my rendering pipeline. As a result the shading of geometry contains CubeMap, Edges, Glow and Depth Of Field. Insane how much stuff one can pile together with UNO and how fast. This one took me one night. :)

WebGL export via UNO in Realtime Studio

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What do you think of this? (1)

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September 16, 2013at6:53 pm English, Experimentals, UNO, WebGL, 4 Comments
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IcoFracture
Real
time

After almost two years since last experiment release here’s.. one. It’s WebGL and coded with UNO in Realtime Studio. I think more will follow.

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What do you think of this? (4)

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HeartOfGlass
Real
time
Video
capture

That’s 200 000 particle version. That might run on your browser.

So like I’ve written on this blog my particle engine can move large amount of particles from A to B and I can do custom tweening algorithms for that transition. Great… what then. I realized that using perlin noise for setting the B positions of the particles could turn this thing look quite interesting.

→ Read the rest of this entry

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What do you think of this? (8)

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PrimeSpermOfSibelius
Real
time
Video
capture

Prime Sperm of Sibelius. Music http://soundcloud.com/djlo/sibelius-finlandia-op-26-version-for-male-choir-and-orchestra

and of course.

AbandonedSpermOfSibelius
Real
time
Video
capture

Abandoned Sperm of Sibelius. Music http://soundcloud.com/yourhips/sibelius

These are a bit heavier then last ones. Too bad if you have slow computer and you hate classic music. :/

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PyroTechnicsExpoOut
Real
time
Video
capture

Here’s how I can ‘individually’ move massive amount of particles.
1. Give them start and end point.
2. Tween between those points in vertex shader.
3. Send only time value to vertex shader in every frame.

No there’s no catch. The movement doesn’t have to be linear. AGAL can do this thing called mathematics and is quite awesomely fast in it. Familiar easing functions can be rewritten into AGAL. Upper flash is an example use case of Robbie‘s legendary ExpoOut function.

And here’s example of ExpoIn function.

PyroTechnicsExpoIn
Real
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Video
capture
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OceanBubbles
Real
time
Video
capture

I’m working on a new particle engine (evoSpicyParticleEngine). That I’ll open source when it’s ready enough. Here’s some taste of it. There are 200 000 individually moving z-sorted particles. :D

I found the browser player a bit slow. Or well.. I know it sounds ridiculous to whine “it can only run some hundred thousand particles… nyyh nyyh” when we only had few thousand couple months ago. BUT the local standalone player runs way way way faster! On my OSX it can run almost million in full hd resolution. Maybe browsers limit the power or what?

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What do you think of this? (18)

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