sebh-blog.blogspot.com
Sebh's blog: Electricity flow material
http://sebh-blog.blogspot.com/2011/07/electricity-flow-material.html
Graphics and Games development. Jul 24, 2011. I have added a new article on my website about a simple material featuring electricity flowing down a printed circuit. Everything is here. With the traditional executable and source code! Basically, instead of this:. Feel free to improve it and to discuss about it here! Subscribe to: Post Comments (Atom). This blog is my place where I share my ideas. It does not reflect the opinions of my employers. View my complete profile. My PhD web site. I Get Your Fail.
sebh-blog.blogspot.com
Sebh's blog: 2011/07
http://sebh-blog.blogspot.com/2011_07_01_archive.html
Graphics and Games development. Jul 24, 2011. I have added a new article on my website about a simple material featuring electricity flowing down a printed circuit. Everything is here. With the traditional executable and source code! Basically, instead of this:. Feel free to improve it and to discuss about it here! Links to this post. Subscribe to: Posts (Atom). This blog is my place where I share my ideas. It does not reflect the opinions of my employers. View my complete profile. My PhD web site.
sebh-blog.blogspot.com
Sebh's blog: Eye rendering - first try
http://sebh-blog.blogspot.com/2010/08/eye-rendering-first-try.html
Graphics and Games development. Aug 31, 2010. Eye rendering - first try. I was in holidays near Deauville (France) last week, that's why I remains quiet. I have started working on an eye rendering method inspired by the one presented in this paper. As you can see on the next screen-shots, I have some interesting first results. The characteristics of the eye is taken from biologists reports papers. The iris is rendering using the subsurface texture mapping. I hope you like it! Green and Brown eyes. Hi, ex...
sebh-blog.blogspot.com
Sebh's blog: Quackecon 2010: Carmack's keynote
http://sebh-blog.blogspot.com/2010/08/quackecon-2010.html
Graphics and Games development. Aug 13, 2010. Quackecon 2010: Carmack's keynote. Every developers familiar with virtual texturing would have though: "this is a real scalable technology"! Carmack just proved it with his iPhone4 Rage demo. By the way, I am looking for a full video of the keynote. I, I mean google, can't find it. Also, John now has a twitter. Which would work as his old .plan files! Back to good old time? August 13, 2010 at 9:28 AM. Il va faire exploser twitter :). View my complete profile.
sebh-blog.blogspot.com
Sebh's blog: PhD 3D Engine - Conclusion
http://sebh-blog.blogspot.com/2011/06/phd-3d-engine-conclusion.html
Graphics and Games development. Jun 26, 2011. PhD 3D Engine - Conclusion. I have finally written an article on my website. About the engine I have developed for My PhD thesis. This engine made my life easier as a PhD student. I have learned a lot during its development:. First shadow mapping, virtual indirection cubemap. I was then able to quickly:. Design my experiments using scripting. Build environments under Maya MentalRay. Record user's actions in the VE. Extract meaningful data for analysis.
sebh-blog.blogspot.com
Sebh's blog: Some more links
http://sebh-blog.blogspot.com/2010/10/some-more-links.html
Graphics and Games development. Oct 23, 2010. Just in case you are still not aware of the Load-Hit-Store issue. An alternative to the shell based method to render fur. Oh, by the way, my tool to generate the Best fit normals cube map will be available shortly (together with C sources). Many people asked me about it. Now, I just need to write a blog post and put it on my personal website for download. Subscribe to: Post Comments (Atom). View my complete profile. My PhD web site. My personal web site.
sebh-blog.blogspot.com
Sebh's blog: New website online - Still no 3D stuff... :-/
http://sebh-blog.blogspot.com/2011/05/new-website-online-still-no-3d-stuff.html
Graphics and Games development. May 10, 2011. New website online - Still no 3D stuff. :-/. My new website is now up at the following address: http:/ sebastien.hillaire.free.fr/. I took my whole Sunday to finalize it (even though the project section is still missing). The website has been designed using Joomla: I recommend you to use it if you want a clean website. Subscribe to: Post Comments (Atom). This blog is my place where I share my ideas. It does not reflect the opinions of my employers.
sebh-blog.blogspot.com
Sebh's blog: Best Fit Normal Map Generator + Source Code
http://sebh-blog.blogspot.com/2010/10/best-fit-normal-map-generator.html
Graphics and Games development. Oct 26, 2010. Best Fit Normal Map Generator Source Code. The BFN generator is finally here! I have found time for this tonight. Some screen-shots for 256x256x6 cube-maps:. At the origin: the BFN cube-map with a bias vector=vec3(0.5,0.5,0.5). In the X direction: the regular normalization cube-map. The reconstruction error of the regular normalization cube-map as compared to the ground-truth normal map. (scale factor of 50). You can download the source. Crytek's presentation...
sebh-blog.blogspot.com
Sebh's blog: Books + interesting CUDA facts
http://sebh-blog.blogspot.com/2010/12/books-interesting-cuda-facts.html
Graphics and Games development. Dec 4, 2010. Books interesting CUDA facts. I know I am still not updating often this blog. In majority, this is, again, due to my new work and the preparation of my PhD thesis defense. So, I am doing a lot of interesting stuff at work that I may share in here some day. Besides, concerning my PhD, my last paper has been successfully presented last week at VRST2010. I have read the two books about CUDA ( 1. They are pretty amazing book for learning the basics but I was still...
sebh-blog.blogspot.com
Sebh's blog: OpenCL demo of Iniguo Quilez slisesix - SOON
http://sebh-blog.blogspot.com/2011/06/opencl-demo-of-iniguo-quilez-slisesix.html
Graphics and Games development. Jun 10, 2011. OpenCL demo of Iniguo Quilez slisesix - SOON. I will soon release an OpenCL implementation of Iniguo quilez's slisesix demo. In this demo, you will be able to "interactively" move the camera in the scene. I am also currently working on a high-quality/resolution version. It will generate a single screen-shot with depth-of-field and more visual effects impossible to do for a real-time exploration of the scene on my poor nVidia GeforceGTX275. My PhD web site.