1. Light Shader Study

    00:08

    from rdg / Added

    639 Plays / / 1 Comment

    A Light/Shadow Shader pair. The point light acts like a occluded ambient light inside a defined radius. It also just casts shadows outside this radius.

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    • 3dEconnection

      02:09

      from n1ente / Added

      373 Plays / / 0 Comments

      A first step in a collaboration with 3d scanner development and a viewer for exploration these scanned model. The model was from a miniature of doom's characters, and the 3d scansion by Mattia Mercante.

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      • Lorem Ipsum - SSS

        00:12

        from rdg / Added

        597 Plays / / 0 Comments

        Part of "some unstructured comments on ..." "Nothing to say and no way to say it — But you can say it in three languages" KMFDM, Dogma A shader that maps animated skype emoticons on particles. Of course the emoticons are intellectual property of Skype and I respect this fact.

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        • Oil Rig Render Test

          00:24

          from Daniel Piker / Added

          2,612 Plays / / 0 Comments

          Playing around with the lovely volumetric fog shader in Cinema 4D. This was a test rendering for a floating city project in my 4th yr at architecture school. The idea of using bright lights and heavy fog came out of watching 'The Mist'. Very atmospheric and avoids the need for detailed textures or backgrounds. The whole model is default grey with no textures apart from the water, and there are only 2 lights - a sun and a point source in the centre of the rig. Modeled in Rhino and rendered in Cinema4D. Music: Leftfield

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          • Blood v2

            01:10

            from David Rosen / Added

            8,063 Plays / / 3 Comments

            More work on the Overgrowth blood shader! I made it take into account the details of the underlying surface, so that you can see the outline of the bricks through the blood. Check out the game site at: http://www.wolfire.com/overgrowth You can follow its progress on the Wolfire games blog: http://blog.wolfire.com/

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            • Blood Shader Test

              00:43

              from David Rosen / Added

              5,529 Plays / / 7 Comments

              Wolfire's new game Overgrowth will be the first game to have realistic fluid dynamics powering all the water and blood effects! This is a quick test of the shader technology we are using to achieve this in real-time. Check out the game site at: http://www.wolfire.com/overgrowth You can follow its progress on the Wolfire games blog: http://blog.wolfire.com/

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              • Screen Space Displacement Mapping (SSDM)

                01:01

                from Robin Lobel / Added

                1,106 Plays / / 0 Comments

                SSDM October 6th 2008 -faster than parallax occlusion mapping 3.0 -independant to scene complexity -objects sides displacement -depth buffer displacement -doesn't need additional geometry -doesn't need precomputing -handle per-pixel non-uniform, dynamic displacement vectors paper: http://www.divideconcept.net/papers/SSDM-RL08.pdf more on: http://blogs.nofrag.com/divide/2008/oct/08/40773-displacement-mapping-realtime-le-retour/

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                • Abstract Detection

                  03:15

                  from Vision Nocturne / Added

                  1,462 Plays / / 4 Comments

                  Build with vvvv///// shader/SobelEdgeDetection controller midi/// live capture //music:Alva Noto

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                  • iL engine

                    12:30

                    from arkangel2803 / Added

                    2,083 Plays / / 2 Comments

                    Proyecto final de carrera de Llorenç Martí Garcia Engine 3D para el estudio y desarrollo de ecuaciones de iluminacion y otros aspectos relacionados con la gestion de informacion interna en engines 3D.

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                    • OpenFrameworks - Vertex noise + Depth of Field

                      01:17

                      from moka / Added

                      3,144 Plays / / 6 Comments

                      This is is a recent technical study. it's basically some vertex noise applied to a sphere. I wanted to create the dissortion using texture lookups. I placed the texture 3 times in the top-left to show that it's horizontally tileable (but not vertically to save performance). Thats necessary to make sure that there are no hard edges in the dissortion. The sphere itself is procedurally textured with a simple stripe pattern. The DoF effect is based upon Angelo "Encelo" Theodorou GLSL implementation of the algorithm discribed here: http://ati.amd.com/developer/shaderx/ShaderX2_Real-TimeDepthOfFieldSimulation.pdf You can download his shaders here: http://encelo.netsons.org/programming/opengl I modified some parts to fit my purposes. In this example I kept the focal range really small. I guess its not the best way to present a Dof on only one dissorted sphere. But I think both effects put together are quite interesting.

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