January 2012
1 post
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October 2011
1 post
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August 2011
1 post
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Attention Hadopi ! →
Si vous téléchargez trop vous risquez de tombé sur ce genre de courrier faites gaffe les mecs !
July 2011
1 post
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May 2011
1 post
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April 2011
1 post
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Gamma Correction
On twitter I saw this tweet from John Carmack
And it’s remember me an entry on the blog of John Hable about Gamma Correction.
I’m currently developing User interface rendering with DirectX and shaders then I must take car of correct Anti aliasing computation for typos or little vector shapes.
But I never reach the contrast of the font system rendering. I know there’s some...
March 2011
1 post
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Drawing test in a Virtual Texture ( video version of this post ). You can admire my special coder art drawing skill…. I have also implemented a Undo/Redo mechanism and a simple Brush who is drived by the velocity and the pressure of a Wacom stylet. The fps is clamped to 30 because of the video capture but the application run in full 60 fps all the time. Due to virtual texturing caching...
February 2011
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2D Virtual Texture Test
This video show a 38Mega Pixel image ( 8000x5000 pixels ) with trilinear filtering with a maximum of reactivity. Based on this kind of paper : silverspaceship.com/src/svt/
January 2011
2 posts
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Massivement Dark & Light
Eh bien ca y est je viens de terminer le livre Massivement Multi-joueurs écrit par Vincent Pourieux.
Et ma première impression est WOW (rien à voir avec World Of Warcaft) !
WOW car cela n’est pas courant chez moi de finir un bouquin de 300 pages en 2 jours,
WOW par rapports aux événements qui y sont relatés,
WOW pour le courage et l’obstination d’acier qu’il a fallu a Vincent pour faire ce...
December 2010
3 posts
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September 2010
1 post
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Quadratic shape rendering with the GPU . Based on this excellent paper http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html The main difference are : Instead of computing Cubic coefficient I convert the curve into Quadratic segment ( the upper middle ‘e’ in the video ) And the AntiAliasing is all computed in the shader without any MSAA because I compute the thin layer of 1...
August 2010
2 posts
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Video from the previous post
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July 2010
6 posts
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June 2010
3 posts
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May 2010
4 posts
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April 2010
4 posts
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Agenda Circling Forth Technical Detail →
thedemoscene:
directtovideo has posted some details of how Agenda Circling Forth was created.
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promises are made to be kept
I found the time to edit a simple video of the cleack project.
for more information see this post
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March 2010
1 post
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Volumetric lighting →
A good new paper on how to acheive a volumetric light effect.
Really inspiring.
February 2010
1 post
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Rendering API abstraction in Harmony
Hi,
I’m currently working on the abstraction layer of Bleank’s Framework called Harmony.
This framework is used in all Bleank’s project and is based on DirectX9 only from the beginning. With the emergence if new technology like MultiCores CPU and new rendering API like DirectX10 / 11 and the need to anticipate futures changes ( DirectX12 .. openGL etc.. ) We need to develope an...
December 2009
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One of my Shader test in motion.
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I’ll Love to see this kind of stuff in a demoscene production.
The rendering is so clean. I hope that my real time renderers will do something like that in 1 or 2 years ( with Anti Aliasing, motion blur, reflection and pseudo Global illumination ).
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The secret to creativity is knowing how to hide your sources
– Albert Einstein
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I do some modification on the particle engine of the Bleank’s Framework. The result isn’t really impressive but it’s only a proof of concept application.
November 2009
7 posts
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Modern Warfare 2
Je viens de terminer la campagne solo de Call of Duty Modern Warfare 2 et mamamia qu’elle mise en scène.
La musique est excellente, les niveaux sont tout juste gigantesques et l’immersion dépasse tout se que j’ai pu voir auparavant.
Un jeu qui mérite amplement son succès
L’équipe d’Inifity Ward a fait un sacré boulot.
La difficulté est super bien dosée,...
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I went to the Main demoparty this last week end (mainparty.net/). And there they projected the VIP2 ( pouet.net/prod.php?which=10 ) a demo I did with popsy team in 2000 ( almost 10 year ago… jesus the time is passing really quickly ). At the end “garbadgetruck” a scener come to us ( PoPsY Team ) and crongrats about what we have done… It was quiet funny…
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Perfume project. This is a little making of video for the production of HDRI cloud GPU rendered. The goal was to render HDRI cloud in post process and real time for a perfume scene. The music called “2M” was done by Alkama & Mo ( alkama.com ). This was a 2006 project and unfortunatly for the moment we doesn’t finished it. But we will continue it as soon as possible. you...
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