Professional Magick Wrestler by Gzrrplox
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popularity : 56% |
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alltime top: #26722 |
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added on the 2011-05-23 22:23:16 by Eladith |
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comments
youtube. also a comparison with traditional rasterization
added on the 2011-05-23 22:26:21 by Eladith
I like the effect, but it's just not enough for a thumb.
good effect, poor execution
too jumpy
music is annoying.
this would make a nice screensaver though..
this would make a nice screensaver though..
Hmm.. mild thumb for the code, although I'd like to see something more interesting than dots rendered with it to see how good the technique really is.
Imo the best part is when the speed slow down with the piano theme.
The other part is quite strange, look like dots on acid (btw the beep thing is totally annoying) while the prod seem to be peaceful and relaxing.
The other part is quite strange, look like dots on acid (btw the beep thing is totally annoying) while the prod seem to be peaceful and relaxing.
I really want to thumb it down, because it's horrible, but I've wanted to try this technique out for a while, so interesting to see it in a demo :)
I'm sorry. It might be revolutionary code, but as a non-coder, I really haven't got a clue, so I need to judge simply by the visual presentation and especially the music. And that's just not impressing. Apart from the piano-part (which distorts/clicks?) it looks to me af it could have been made in a 4k entry. But that's just my own personal feeling about it :-)
okkish
hornet: Is it the technique of sampling a 4d-space (with eager early-outs) to solve motion blur an DOF in one go? I've been meaning to try that myself, but I must say that particles are about the least interesting thing to solve with that :P
I agree, there just wasn't time to implement Catmull-Clark subdivision surfaces like in original micropolygon style. Visuals indeed are quite uninteresting (although I do like the music), but it was fun technique to test. Next time no more dots ;)
kusma: It is, points are projected to screen space at the beginning and the end of a frame to get linear motion path, then a geometry shader extracts a bounding polygon along the path that is large enough to cover all possible lens and time locations, finally a pixel shader does the actual point-in-dot tests stochastically at every fragment. Image downscaling with a separable gaussian filter is a two-pass post-processing effect.
kusma: It is, points are projected to screen space at the beginning and the end of a frame to get linear motion path, then a geometry shader extracts a bounding polygon along the path that is large enough to cover all possible lens and time locations, finally a pixel shader does the actual point-in-dot tests stochastically at every fragment. Image downscaling with a separable gaussian filter is a two-pass post-processing effect.
Eladith: If you're not doing DOF when sampling, wouldn't it be easier and faster to do the motion-blur analytically?
By the way, this is the technique I was thinking of.
I don't know the technique behind this, but this was still nice anyway.
looks nice but the music won't fit for me at all. so piggie.
piggy.
somewhat nice
ok
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