pixelchemistry.org
Nik Voss - Three.js simple grass rendering
http://www.pixelchemistry.org/2013/02/threejs-grass-rendering
Threejs simple grass rendering. February 17, 2013. For my provisional summer project I will need grass, so I started investigating how to deal with grass efficiently in WebGL. This simple approach was a technique I used to render grass in one of my first OpenGL (2.1) programs years ago. Anyway here is a video:. Unfortunately at least on my machine the resizing of the billboards does not work. Or try the final demo. My name is Nik Voss and I am a CGT (BSc Computer Games Technology) student at the Universi...
pixelchemistry.org
Nik Voss - Pathfinding in Supreme Commander 2
http://www.pixelchemistry.org/2013/03/pathfinding-supreme
Pathfinding in Supreme Commander 2. March 27, 2013. Since I am still working on and researching techniques for crowd simulation I stumbled upon the pathfinding in Supreme Commander 2. Everyone who ever worked with pathfinding probably used or at least knows of a variation of the A*-algorithm. When a few objects move around A* has proven to be a good and fast solution for pathfinding. Unfortunately A* is not reliable when a lot of objects move around. The paper on Flowfields in general can be found here.
pixelchemistry.org
Nik Voss - Portfolio
http://www.pixelchemistry.org/portfolio.html
Other University related projects. Procedural grass in WebGL. My name is Nik Voss and I am a CGT (BSc Computer Games Technology) student at the University of Abertay Dundee (UK). This is my personal website, where I blog about my interests, research and work. I am a big fan of UNIX systems and during my dealy work I deal with C , Go, Rust, JavaScript, Python and Haskell.
pixelchemistry.org
Nik Voss - Implementing ID3DInclude
http://www.pixelchemistry.org/2013/03/implementing-id3dinclude
March 7, 2013. For the procedural methods coursework I am currently working on I wrote a small framework to hide away the DirectX API completely and make it easier to use and simpler to prototype with. The procedural real-time terrain generation is running on the GPU and therefore heavily relying on Shaders.
pixelchemistry.org
Nik Voss - Blog
http://www.pixelchemistry.org/index.html
Final crowd simulation artifact. After an exhausting week stuffed with submission dates and presentations I was finally able to finish my force field based crowd simulation. For the final submission a video introducing the script/tool is necessary as well, so I wanted to share it to conclude the previous posts. The algorithm works quite well and has especially proven itself to work well for high numbers of individual actors rather than multiple swarms crossing. Force fields for crowd simulation. One of m...
pixelchemistry.org
Nik Voss - Linux Mint Review!
http://www.pixelchemistry.org/2013/02/linux-mint
February 14, 2013. In need of a new UNIX system on my desktop pc I recently stumbled upon Linux Mint. I previously mostly used Fedora and Ubuntu, but had a bunch of personal problems with Gnome 3 and Unity, since I really liked the simplicity of Gnome 2. Linux Mint 14 using Cinnamon. Overall I am very satisfied with Linux Mint. It feels just polished. You have the raw power of the Ubuntu packages at your hand!
pixelchemistry.org
Nik Voss - Force fields for crowd simulation
http://www.pixelchemistry.org/2013/04/force-field-crowd
Force fields for crowd simulation. April 26, 2013. While playing around with Maya I started trying to achieve a form of crowd-simulation without scripting. What I did was simple: Every object in the scene had an invisible sphere attached that was pointy where the object was looking. The sphere itself was an elastic physics body without contact friction. But this shouldn’t be importent for using it within Maya.
pixelchemistry.org
Nik Voss - Crowd-Simulation Resources
http://www.pixelchemistry.org/2013/03/crowd-sim-resources
March 15, 2013. One of my coursework this semester is to develop a crowd-simulation algorithm realised in Maya. The first major problem I encountered is the lack of information on crowd-simulation. I don’t mean there are no research papers on crowd-simulation, but most game-related or programming-related topics are well documented and have lots of examples. So where to start? They also implemented a library. Integrable into the UDK. My name is Nik Voss and I am a CGT (BSc Computer Games Technology) stude...
pixelchemistry.org
Nik Voss - Final crowd simulation artifact
http://www.pixelchemistry.org/2013/05/final-crowd
Final crowd simulation artifact. May 18, 2013. After an exhausting week stuffed with submission dates and presentations I was finally able to finish my force field based crowd simulation. For the final submission a video introducing the script/tool is necessary as well, so I wanted to share it to conclude the previous posts. The algorithm works quite well and has especially proven itself to work well for high numbers of individual actors rather than multiple swarms crossing.
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