Archive for 'demos'HDR with MSAA demoReleased this HDR with MSAA demo I was talking about earlier. Here it is: aras-p.info/projHDR.html. I can also add that this St. Anne’s Church is a pretty complex beast :)
Jumped onto HDR bandwagonI’m doing a small HDR demo for fun. Nothing fancy - linear gamma, Reinhard’s tone mapping and whatnot - everyone does that. But the thing I made so far does not even look good! :)
I’m trying to support both HDR and FSAA at the same time on ordinary DX9 hardware (no Radeons 1k) by using RGBE8 rendertarget for the main scene. It’s all okay so far. The most difficult task right now is making it look good. Once I have that I’ll post the results. Dingus redux at Pilgrimage’05Richard “legalize” Thomson (the organizer of Pilgrimage demoparty and DirectX MVP) just told me: he has done a 2-minute analysis of our demo engine dingus as a “wild demo”. It took 3rd place in wild demo competition at Pilgrimage’05!
That is pretty funny. I never knew it has so much sourcecode inside! :) Back!
Right now - finishing my ShaderX4 article and preparing for Japan. One totally insane 64 kilobyte intro: 195/95/256 by rgba. Of course, first you have to see the original 195/95 demo by Plastic. The 64k intro copies the (party version) of the demo almost perfectly, while squeezing everything in less than 64 kilobytes. Ok, the music sucks, the loading time is nearly infinite and it has lots of bugs/glitches, but I must say that rgba guys are insane anyway. Mesh seamless texturing tool releasedFinally I’ve put the MeshTexer tool online, with some documentation, the tool itself and some sample data. Basically, it takes a mesh with unique UV mapping, a normalmap and a tileable texture, and “wraps” the texture (nearly) seamlessly onto the given model. Well, the truth is that it just projects the texture onto the model from several sides, weighting by normal.
However, it worked like a charm during in.out.side demo production. Paulius has written whole texturing workflow here - the tool was used to generate base material textures, material blend maps, gloss maps etc. Later these were hand-painted in “strategic” places and combined into final textures. Enjoy! On some demosWatched some new&old demos in the last couple of days. Here (when there’s a link to Lithuanian page, the ‘download’ looks like ‘parsisiųsti’):
Rapid Eye Movement by Matt Current. Now that’s unreal; technically simple but excellent composition and creates a very strong feeling. The similar feeling I only remember from The Planet by mfx. Also, I think the concept of “rapid eye movement” (i.e. the phase of the sleep) is done very well. I want to (be able to) do this! Aether by mfx. The first time it didn’t leave me very impressed. However, I recommend watching it for the second time. Fascinating, though I can’t say what exactly. Old ones with a very strong music: A Significant Deformation Near the Cranium by kewlers and Coma (on the dance floor) by Cocoon. I want that music :) White stuffThere’s one conceptual problem that Paulius told me the other day: imagine that you have a white sheet of paper and a black pencil. How would you draw an object that emits light? I’m facing with the same problem in our next demo: we have a white character in a white, brightly lit room. Even more, there will be some light emitting “stuff” in there. Now, how to render all this so that it’s not “washed out”, too bright and with no contrast? I’m not happy with the way it looks right now, but we’re heading there. Scene.org awardsWoohoo! My demogroup is nominated to scene.org awards 2004, in ‘breakthrough performance’! Pretty cool, considering that Syntonic Dentiforms, which we got nominated for, is my first ‘real’ attempt at making a demo… Well, there were other attempts before, but they were really lame and childish :)
I was pretty happy with my demo-related performance last year. Three demos in half a year (ok, one of them was crappy). Now it’s already half a year with no demos, and I already want to make one. Well, I’m already trying to make one, but so far there’s lots of higher priority stuff surrounding me. |