Demoscene work mentioned at GDC 2018
category: general [glöplog]
Hello,
I don't know if this has been mentioned already, but I was going through some of the GDC publications from this year when I stumbled upon this one:
Conemarching in VR
Developing a Fractal experience at 90 FPS
by Framestore
http://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/Saam_Johannes_Merchante_Mariano_Conemarching%20in%20VR.pdf
On slides 52 through 62, they mention Fractus by Fulcrum and further discuss the technique and how to use it for stereoscopic rendering.
I think it's pretty cool when a major VFX studio involved in various Hollywood blockbusters credits some demoscene work at a major conference like GDC.
I don't know if this has been mentioned already, but I was going through some of the GDC publications from this year when I stumbled upon this one:
Conemarching in VR
Developing a Fractal experience at 90 FPS
by Framestore
http://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/Saam_Johannes_Merchante_Mariano_Conemarching%20in%20VR.pdf
On slides 52 through 62, they mention Fractus by Fulcrum and further discuss the technique and how to use it for stereoscopic rendering.
I think it's pretty cool when a major VFX studio involved in various Hollywood blockbusters credits some demoscene work at a major conference like GDC.
Congrats to Fulcrum!
Indeed, and they also name Iq lots!
Of course, it's more expectable, but we shouldn't stop rejoicing to see him cited everywhere :)
Of course, it's more expectable, but we shouldn't stop rejoicing to see him cited everywhere :)
nice :)
Zavie: Thanks for bringing this to my attention, it definitely made my day :) I didn't expect that trick to be used in an actual shipping product...
Cool!
hehehe, happy to have contributed to making your day better. :)
Update: it was also mentioned at SIGGRAPH 2018, during the talk "Fractal Multiverses in VR" of the session "Tripping the light VR" (it was basically the same).
I was there because I wanted to see the talk from Disney, and didn't know that was would be there. The credit to Fulkrum and the demoscene was explicit, and I was amused to see pouet.net on the slide. :)
I'm an idiot and didn't take any picture for posterity.
I was there because I wanted to see the talk from Disney, and didn't know that was would be there. The credit to Fulkrum and the demoscene was explicit, and I was amused to see pouet.net on the slide. :)
I'm an idiot and didn't take any picture for posterity.
Quote:
Of course, it's more expectable, but we shouldn't stop rejoicing to see him cited everywhere :)
Maybe we should, because (very nice and well crafted) exceptions notwithstanding that whole marching trend (currently often made worse by the misguided idea that cosine palettes look good) ruined PC <= 4K and in part 64K. It doesn't take a genius but just 20 minutes of browsing Shadertoy to see that everyone is copying themselves silly, often promoting completely incorrect lighting models to boot. And I haven't mentioned the code itself and it's absurd minimalist notation. But all hell breaks loose if someone uses UE or Unity. Blatantly copying variations of the same effect ad nauseum seems to be no issue.
I'll eat all these words happily if there were SIGGRAPH presentations about tunnels by TPOLM in the mid 90s.
I understand the rant, but quoting the speaker: rendering a fractal in 10 ms is hard.