iq information 551 glöps

- general:
- level: user
- personal:
- first name: inigo
- last name: quilez
- cdcs:
- cdc #1: fr-08: .the .product by Farbrausch [web]
- cdc #2: Liquid... Wen? by Haujobb
- cdc #3: pornonoise by Lunix & mfx [web]
- cdc #4: Puls by Řrřola [web]
- 4k procedural graphics Windows Still sucking PC by Quite & Youth Uprising
- hey, i think it's quite good. 3d objects, shadows, radial blur, glowing, and tentacles!
- rulezadded on the 2008-08-04 13:07:27
- 4k Windows Nucleophile by Portal Process & TBC
- very nice. it seems everybody was working on the same effect: bluring the normals in screen space (auld....). i really love some of the cameras.
- rulezadded on the 2008-08-01 23:26:47
- 4k procedural graphics Windows slisesix by Rgba [web]
- kraviz, I fixed the white window problem on your vista. The download link is the same. You might see the white window during some time but eventually the image will appear on the screen.
- isokadded on the 2008-08-01 04:57:12
- demo Windows Size Antimatters by Andromeda Software Development [web]
- very very nice and enjoyable. thx once more!
- rulezadded on the 2008-07-31 18:42:57
- 4k procedural graphics Windows Bubble by Whoppers
- I like it :) For me using vector graphics is very fine (it has been done in the past 4k procedural gfx compos), and it can bring nice elements to a procedural image. spak2k06, I will insist - you have to come to d3fest and inspire parties :)
- rulezadded on the 2008-07-29 19:27:09
- intro MacOSX PPC to_the_beat by xplsv [web]
- there is a windows version that we hacked at the party place, but on the porting process we (or "I") probably broke something and as a result the sound is fucked up.
thumb up for sole, that was brave enough to start coding her own soft synth, something that you don't often see these days. - rulezadded on the 2008-07-29 19:18:21
- 64k Windows Voxreen by Nasty Bugs [web] & Mindlapse Fan Club [web]
- !lexov
- rulezadded on the 2008-07-29 00:49:46
- 4k procedural graphics Windows slisesix by Rgba [web]
- calexico :: it uses indeed as many cores as you have (up to 128, tested on 16 cores). scheduling is based on breaking the screen in tiles.
psycholns :: nop, both glsl and hlsl compilers produce (apparently) similar code, since both compile in 20 seconds (more than 10 thousand instructions generated) and run at the very same speed (2 fps). also, both seem to unroll all the loops and expand all the functions calls (checked on the hlsl bytecode).
stan :: compo rules dissalowed any kind of progress bar. i personally think it's a good idea to add one to these productions though if one has the bytes for it.
M:ET :: oh, sceners never give up, i think what we see today is just the very beggining of the game.
kraviz :: i sampled the function at each step, yes; what i understood is that you were thinking i precomputed the function and stored the values in a 3d table/array or something, what is not the case. for the amount of function evaluations, i cannot say it now, i will have a look. tentacles, yep, distance to a line (segment). the ao is fake, i don't really sample the hemisphere as in a montecarlo pathtracer, but really evaluate the function in 3d points near the evaluation point as you say (10 samples), then do some magic to combine the distances into an occlusion distance. the trick for the soft shadows are similar (6 samples). lastly, there is no shortcuts for the function). we can discuss more by mail perhapse. - isokadded on the 2008-07-28 00:40:06
- 4k procedural graphics Windows LOLscape by GlenZ [web]
- actually it _moves_, what was not allowed on the compo rules!
- rulezadded on the 2008-07-27 21:57:30
- 4k procedural graphics Windows slisesix by Rgba [web]
- and big shit, I did it again, two times already - the self thumb up :(
- isokadded on the 2008-07-27 14:43:41
account created on the 2003-03-04 14:23:01