View allAll Photos Tagged glsl
realtime generated with Max/MSP/Jitter.
point tracking prepared with syntheyes.
sound track from “Invisible Landscape …”
music: mergrim www.mergrim.net
visual: Masato TSUTSUI adsr.jp
Watch this video on Vimeo. Video created by Masato TSUTSUI.
Output B
Stage: 95%
Status: Settled
Shader effects video on Vimeo
1) Depth of Field, Blur + Bloom GLSL
Technical demonstration video w/o shader effects
From wikipedia: Bloom (sometimes referred to as light bloom) is a computer graphics effect used in computer games and high dynamic range rendering (HDR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light around very bright objects in an image.
This image shows my implementation of the bloom effect. Although you have to admit the bloom is too excessive in the image, but who cares? It looks cool, doesn't it?
The resulting real time image is post-processed through a GLSL shader, after which it is shown. I did it in a very simple way, I blurred the image, then multiplied the result with the original.
Shot taken at a weird angle while gravity-switching. I 'jumping off' the underside of the glass platform
A 3D Mandelbrot twisting from power 3 to power 8 and back. The spikes are created by clamping the y component of the triplex complex numbers used in the algorithm.
Raytraced in a GLSL patch I have written for QuartzComposer. It animates at about 20 fps at 640x480 with simulated ambient occlusion and raytraced shadows.
Update: see the blog post for more info and downloads: www.subblue.com/blog/2009/12/13/mandelbulb
Rhino APC Tracks test view in GLSL material mode.
tex + nor map = 67.5mb for tracks alone
Rhino by Biohazard91X at www.fallout3nexus.com/downloads/file.php?id=5730
Testing some different distance field formulas
Read on: www.dasprinzip.com/prinzipiell/2011/02/21/raymarching/