May 2013
2 posts
7 tags
May 15th
7 tags
May 2nd
April 2013
1 post
5 tags
Black Ink New Rendering engine
it’s been almost 2 months I work on a new brush rendering engine for BlackInk. I spend most of the time to rewrote the way I do the AntiAliasing for brush primtives,  the way I store the tiles of the canvas ( I compress it in real time in memory to keep the possibility to brush on 10K canvas in 32bits ) And I have added the support for Layers & 64bits color ( 16bits by component ). Its...
Apr 4th
1 note
February 2013
1 post
Feb 8th
1 note
November 2012
6 posts
5 tags
Nov 29th
1 note
5 tags
Nov 20th
1 note
5 tags
Nov 16th
4 tags
Nov 13th
4 tags
Nov 8th
kaldap asked: Hello! I just found your article about stroking quadratic curves. I'm currently trying to implement it for my bachelor thesis, but with all my aproaches I fall for some bloody hacks to handle the antialiasing correctly. Could you please tell me which method you used (if that is not company secret :))? I don't need any fancy implementation details, just the main idea. Thanks in advance!...
Nov 1st
October 2012
2 posts
4 tags
Oct 31st
3 notes
4 tags
Black Ink on Steam GreenLight
Steam has opened the last week GreenLight to non gaming software. It’s a great opportunity for us to put Black Ink on a great app store. So if you have a Steam account upvote for us ;)
Oct 22nd
5 notes
September 2012
1 post
4 tags
Sep 22nd
7 notes
August 2012
4 posts
4 tags
Aug 22nd
1 note
5 tags
Aug 15th
4 notes
4 tags
Aug 13th
2 notes
6 tags
Perfume Project LightShafts
someone ask me how the LightShafts was done in this video So here the explication from my memory : - I just compute a Shadowmap of every cloud found in the scene and then I compute a sort of Lightshafts frustrum from the Sun to the BoundingBox Lightshafts compute process for one cloud -Then I sort the CloudVolumes and LightShaft volumes and draw it with correct blending ( multiply for...
Aug 13th
July 2012
3 posts
5 tags
Jul 31st
2 notes
5 tags
Jul 20th
2 notes
6 tags
Jul 4th
1 note
June 2012
1 post
5 tags
Jun 3rd
2 notes
April 2012
4 posts
6 tags
Apr 30th
6 tags
Apr 27th
5 tags
Apr 13th
1 note
5 tags
Apr 7th
1 note
March 2012
3 posts
4 tags
Mar 16th
4 tags
Mar 12th
3 notes
3 tags
VIP2 in your browser
Yes it’s possible thanks to Ruben Ramos who did this incredible work. The VIP2 is a demo I made with PoPsY TeAm more than 10 years ago. I released the source code few year after ( on a server who doesn’t existe anymore so I must reupload it somewhere.. ) But it’s seem that Ruben found a version of it. So if you don’t belive me you can go on links below and see it by...
Mar 10th
2 notes
January 2012
1 post
4 tags
Jan 19th
61 notes
October 2011
1 post
4 tags
Oct 20th
19 notes
August 2011
1 post
2 tags
Attention Hadopi ! →
Si vous téléchargez trop vous risquez de tombé sur ce genre de courrier faites gaffe les mecs !
Aug 18th
2 notes
July 2011
1 post
4 tags
Jul 21st
15 notes
May 2011
1 post
4 tags
WatchWatch
Little video of the Prod Presenter i’ve coded at the VIP2011. The VIP2011  is a DemoParty organised by the demo group PoPsY TeAm  near Lyon. The Prod Presenter is an application who get the property of each productions from the compo server and generate the animated screen automatically in real time. This tool is really time saving because we don’t need anymore to edit a PSD for...
May 30th
1 note
April 2011
1 post
3 tags
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...
Apr 30th
5 notes
March 2011
1 post
6 tags
WatchWatch
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...
Mar 11th
1 note
February 2011
4 posts
3 tags
Feb 24th
2 tags
Feb 10th
1 note
2 tags
Feb 9th
1 note
3 tags
WatchWatch
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/
Feb 2nd
January 2011
2 posts
3 tags
Jan 4th
1 tag
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...
Jan 2nd
December 2010
3 posts
3 tags
Dec 3rd
4 tags
Dec 2nd
1 note
5 tags
Dec 2nd
September 2010
1 post
4 tags
WatchWatch
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...
Sep 7th
August 2010
2 posts
4 tags
WatchWatch
Video from the previous post
Aug 18th
4 tags
Aug 2nd
July 2010
6 posts
4 tags
Jul 19th
4 tags
Jul 13th
4 tags
Jul 12th