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Testing some different distance field formulas
Read on: www.dasprinzip.com/prinzipiell/2011/02/21/raymarching/
THESE are REAL TIME, promo screenshots of SYNTH the video game. A 100% procedural video game by Rhys Paul Hovey. 2010. This is the new GLSL version coming SOON!
Viewed from orbit:: Arabian Oil Spaceship tanker,has the inscription "Arab O" written on it, Cinematic, Color Grading, portrait Photography, Shot on 50mm lense, Ultra - Wide Angle, Depth of Field, hyper - detailed, beautifully color - coded, insane details, intricate details, beautifully color graded, Unreal Engine, Cinematic, Color Grading, Editorial Photography, Shot on 70mm lense, Depth of Field, DOF, Tilt Blur, Shutter Speed 1/ 1000, F/ 22, White Balance, 32k, Super - Resolution, Megapixel, ProPhoto RGB, VR, Lonely, Good, Massive, Halfrear Lighting, Backlight, Natural Lighting, Incandescent, Optical Fiber, Moody Lighting, Cinematic Lighting, Studio Lighting, Soft Lighting, Volumetric, Contre - Jour, Beautiful Lighting, Accent Lighting, Global Illumination, Screen Space Global Illumination, Ray Tracing Global Illumination, Optics, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, Ray Traced, Ray Tracing Ambient Occlusion, Anti - Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL - Shaders, GLSL - Shaders, Post Processing, Post - Production, Cel Shading, Tone Mapping, CGI, VFX, SFX, insanely detailed and intricate, hypermaximalist, elegant, hyper realistic, super detailed, dynamic pose --ar 22:9 --v 6.0 @sataninflam3s
Testing some different distance field formulas
Read on: www.dasprinzip.com/prinzipiell/2011/02/21/raymarching/
Applying one of the GP shaders to Mr. Rabbit. The code is in the right-hand window. The only thing that grew here were the SIN and SQRT functions.
While gravity-switching. The camera rotates smoothly into position, this shot was taken while it was doing so.
MP provided a great venue along with beer and pizza. I made an "intermediate" level presentation covering the basics of WebGL and GLSL, moving onto APIs and some performance tips, finishing with a hint of the future with WebGL 2 and WebVR. The event was well attended with plenty of questions, mostly about GPGPU and how to analyse, test and debug GLSL.
The following images were rendered using an Audi R8 car and Barcaccia fountain models.
The entire scene geometry is approximately 5 million triangles, with each car represented by 1.8 million triangles. The images are fully raytraced (primary+secondary+GI rays) at 720p. All shaders are procedural GLSL, with a true HDR pipeline. All textures are differential driven, and trilinear filtered, and we used a differential based shader for anti-aliasing by default. There are 16 ambient occlusion rays, 16 area shadow rays per pixel, with 8 samples, fully ray-traced, for glossy reflections on the alloy rims. Note that at VGA resolution and 4 ambient occlusion samples, all geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with CausticOne development system today.
Depth buffer experimentation
Watch the video on Vimeo vimeo.com/brainswitchmedia
Made in C++ with Cinder libcinder.org/