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Random thoughts on Computer Graphics, 3D printing, Games, and the Universe

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Tuesday, July 28, 2015. 3dprint] 3d infilling: faster, stronger, simpler. Sparsity: 80% empty (compared to volume of full cube). Strenght: I applied 90 kg on each face and it remained perfectly rigid (cube is 40x40 mm). I have been thinking about this for some time now. What I wanted was: 1) something rigid (obviously! These requirements are quite high. Printing fast essentially means going along diagonals in straight lines - som...

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Random thoughts on Computer Graphics, 3D printing, Games, and the Universe | sylefeb.blogspot.com Reviews
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Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Tuesday, July 28, 2015. 3dprint] 3d infilling: faster, stronger, simpler. Sparsity: 80% empty (compared to volume of full cube). Strenght: I applied 90 kg on each face and it remained perfectly rigid (cube is 40x40 mm). I have been thinking about this for some time now. What I wanted was: 1) something rigid (obviously! These requirements are quite high. Printing fast essentially means going along diagonals in straight lines - som...
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1 the idea
2 publié par sylefeb
3 à l'adresse
4 no comments
5 improved cutting tool
6 1 comment
7 3dprint filament gradients
8 https / github.com/ultimaker/curaengine
9 older posts
10 blog archive
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Random thoughts on Computer Graphics, 3D printing, Games, and the Universe | sylefeb.blogspot.com Reviews

https://sylefeb.blogspot.com

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Tuesday, July 28, 2015. 3dprint] 3d infilling: faster, stronger, simpler. Sparsity: 80% empty (compared to volume of full cube). Strenght: I applied 90 kg on each face and it remained perfectly rigid (cube is 40x40 mm). I have been thinking about this for some time now. What I wanted was: 1) something rigid (obviously! These requirements are quite high. Printing fast essentially means going along diagonals in straight lines - som...

INTERNAL PAGES

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1

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe: June 2013

http://sylefeb.blogspot.com/2013_06_01_archive.html

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Saturday, June 22, 2013. 3dprint] new CURA engine. I just had a look at the new CURA engine code:. Nice, elegant C implementation. Internally it relies on Clipper. Now I have to work hard to make IceSL as fast :) There are quite a few places where large speed ups are possible, so we'll see. Monday, June 17, 2013. 3dprint] IceSL: Model, slice and print without intermediate meshes. Http:/ webloria.loria.fr/ slefebvr/icesl/. When I ...

2

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe: December 2012

http://sylefeb.blogspot.com/2012_12_01_archive.html

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Sunday, December 9, 2012. This holiday season I decided we would play some of our Amiga favorite games, on the real Amiga! I had a hard time sourcing working joysticks, however I found a few that were broken. This particular one had a stick broken beyond repair and one destroyed microswitch. I decided to turn it into a 1-button joystick, and to rebuild it with a 3D printer :-). Friday, December 7, 2012. Subscribe to: Posts (Atom).

3

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe: March 2015

http://sylefeb.blogspot.com/2015_03_01_archive.html

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Wednesday, March 18, 2015. 3dprint] New version of IceSL. We just released a new version of IceSL! Discover unique features such as implicit surfaces, print brushes, and slice shaders here: http:/ www.loria.fr/ slefebvr/icesl/. We now provide an installation package (Windows only) and IceSL will check automatically for updates! Subscribe to: Posts (Atom). 3dprint] New version of IceSL. Simple template. Powered by Blogger.

4

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe: [3dprint] filament gradients

http://sylefeb.blogspot.com/2014/04/3dprint-filament-gradients.html

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Saturday, April 12, 2014. I have been working on a way to blend two filaments together to achieve smooth gradients along a print surface. It is not perfect yet, but here is a brief description of this idea. When working on our 'clean colors. Made the exact same observation and came up with a very interesting way of depositing filaments to mix colors. This works quite well and has interesting properties:. February 28, 2016 at 11:1...

5

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe: April 2011

http://sylefeb.blogspot.com/2011_04_01_archive.html

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Tuesday, April 12, 2011. Devel] Bumping into walls. If you are developing games, you have probably already been faced with this issue: How to make characters nicely slide against the walls? After much wasted time, I figured out a simple and (I believe) elegant solution. The link may not be obvious, but it was in fact inspired by the Lloyd algorithm. Now, let's consider a wall nearby the character:. The disk is cropped by the wall...

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sebh-blog.blogspot.com 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-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-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-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-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.

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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-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-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-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-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.

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Your life is fashion. Dreams are our escape from reality. Http:/ stylefashionfamous.blogspot.com/. Don’t think of introversion as something that needs to be curedSpend your free the way you like, not the way you think you’re supposed to.". Susan Cain (via onlinecounsellingcollege. Finding old music you used to love is like getting back in touch with an old friend. Not until it’s right in front of them.".

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Random thoughts on Computer Graphics, 3D printing, Games, and the Universe

Random thoughts on Computer Graphics, 3D printing, Games, and the Universe. Tuesday, July 28, 2015. 3dprint] 3d infilling: faster, stronger, simpler. Sparsity: 80% empty (compared to volume of full cube). Strenght: I applied 90 kg on each face and it remained perfectly rigid (cube is 40x40 mm). I have been thinking about this for some time now. What I wanted was: 1) something rigid (obviously! These requirements are quite high. Printing fast essentially means going along diagonals in straight lines - som...

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