Pentium IV 3000MHz II: fabric

2009-11-04 at 19:46 | Posted in Computer path | 1 Comment
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I missed some fabric simulation from my physic engine so I played with some spheres united trough invisible bumpers and it worked well. Also I tried same technique for percolation of an elastic membrane:

Pentium IV 3000MHz: Happy Cube

2009-11-04 at 19:31 | Posted in Computer path | Leave a comment
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This is an improved revamped remake with steroids of my old 286 Happy Cube puzzle solver, that got properly settled at last. The full documentation, source code and binaries can be downloaded here:

Fun at 700MHz IX: birth of Raydiosity

2009-11-04 at 19:26 | Posted in Computer path | Leave a comment
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I was really a little upset that all my renders had a synthetic quality, they looked cool but not real. In addition didn’t like traditional radiosity techniques that tried to divide the scene into surface patches and then solve a gigantic equation system. So I tried some brute force Montecarlo and then imagined some improvements, this was the result and origin of the Raydiosity engine:

Fun at 700MHz VIII: viscosity

2009-11-04 at 19:20 | Posted in Computer path | Leave a comment
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Follow your intuition and get nice results. This are screen shoots from the real time demo:

Fun at 700MHz VII: Paisajes

2009-11-04 at 18:39 | Posted in Computer path | Leave a comment
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So it was really fun to turn for a while to 3D acceleration. Still I wanted to explore a non textured non realistic look. The result is a very simple and phantasmagorycally gloomy engine called Paisajes:

And a video with similar subsampling treatment:

Fun at 700MHz VI: physics engine

2009-11-04 at 18:37 | Posted in Computer path | Leave a comment
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Have you ever find your self playing much longer than predicted with some kind of physic engine, moving things around just to see how they react?. It just became unbearable not knowing how to make a physic engine so I studied some papers and made this one. When a spinning top shows precession without you having programmed it explicitly you know the physic engine is working right?

Fun at 700MHz V: commercial game

2009-11-04 at 18:21 | Posted in Computer path | Leave a comment
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This is a game called Resurrection for Dinamic we did with a small team, we where just 4 artists and 2 programmers:

Fun at 700MHz IV: procedural textures

2009-11-04 at 18:12 | Posted in Computer path | Leave a comment
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Ray tracing wake me up to the enormous possibilities of things that doesn’t exist and because so have infinite detail level and cost 0 bytes of data to store, procedural textures:

Fun at 700MHz III: aliasing

2009-11-03 at 19:32 | Posted in Computer path | Leave a comment
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We graphic programmers spend our lives fighting against aliasing, it always gets in the way and most of the time complex and heavy cycle consuming strategies are needed to fix the problem. But aliasing can also be harnessed to produce beautiful images, think of aliasing not as some ugly effect that appears when you try to render your images but as: the interference between two unequal patterns. These are some experiments based on the RayWarping engine following these theme, the potential for procedural textures is significant:

Fun at 700Mhz II: RayWarping videos

2009-11-03 at 16:51 | Posted in Computer path | 1 Comment
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Here there are some real-time videos captured from the RayWarping engine, everything is pure ray tracing. First a video of a procedural city, the textures are hand-made from photos. You may find interesting the first rotating pseudocube (about 45 seconds into the video) above the trees, it is in fact a rotating tesseract projected from 4D into 3D, all is real-time with no precalcs. The ground and the pond have bumpmapping. There are spheres, cones, cylinders, boxes and non-linear cones featuring as geometry. Some of the portrayed materials are crystal and mirror:

This is a realtime walk trough a procedural infinite texture that never repeats itself and shows interestingly symmetric patterns, I call it ‘Alberto’s Maze’. In fact it was later used on my Raydiosity engine as the base for some procedural city like blocks:

Finally just a bunch of geometry randomly put all over the place to see how the RayWarping engine reacts to chaotic arrangements:

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