Showing latest posts from "3d"

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Guardians of Atlas - Rendering and Frame Breakdown

For the past few years at Artillery I've had the opportunity to lead the Rendering, Lighting and Post-Processing pipeline on Guardians of Atlas among many other projects. Here’s a quick overview of what a frame looks like in our compositor.

Head past after the break for more details on a couple of my favorite techniques I got to implement in Guardians of Atlas’ engine (warning: big images).

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HexGL, playable on Chrome for Android and FirefoxOS!

Yay!

This has been waiting on HexGL's git repo for too long. Now that WebGL is on by default on Chrome and a few Firefox OS devices are out in the wild, it's time for me to publicly release the mobile version of HexGL!

This edition features a mobile-optimized rendering pipeline, lower resolution assets and touch/motion controls

Links

Play it on your Android or Firefox OS device here via any WebGL-enabled mobile browser!

As for the source code, you can check it out on Github in the dev branch of HexGL's repo.

Notes

Please note that this version is highly experimental and might not work at all on certain device.

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Shdr - Online GLSL shader editor, viewer and validator

Today I'm finally releasing Shdr, a side project I've been working on for a few months that has been sitting in my GitHub for a while.

Shdr is an online GLSL (ESSL) shader editor, viewer and validator written in CoffeeScript/WebGL that I decided to code while working on HexGL. Indeed, I've been looking for a tool to help me quickly iterate over shader development and didn't find any that would fit my needs.

Head past after the break for the full release notes, info and screenshots.

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Light baking and automatic UV unwrap with Max

Having a big mesh composed of a multitude of simple geometry shapes can be long and painful to map UVs for light baking and rendering advanced lighting into a texture can save up a lot of resources when rendering static meshes in real time.

In this tutorial, I'll show you how to automatically unwrap UVs and bake advanced and cost-heavy lighting components (Ambient Occlusion, Shadows, Caustics, Global illumination) into a lightmap texture using Max's RenderToTexture function for later use in a real time rendering pipeline.

Head past after the break to read the complete tutorial.

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Introducing HexGL, a WebGL racing game!

This video is a quick trailer for my upcoming WebGL game: HexGL.

Read past the break to learn more about it.

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(WebGL) Volumetric Light Approximation in Three.js

This article will be covering the technique behind the volumetric light approximation (VLA) aka godrays I used in my latest OpenGL project to simulate sun shafts, but this time in WebGL, with a point light.

Check out the demo and the code after the break.

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OpenGL jungle viewer source code and report

In this post, I'll talk about my recent openGL jungle viewer project, giving the source code in the meantime.

Head past after the break to read the full article.

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OpenGL jungle engine/viewer project (UTBM)

This video is about one of the imagery projects I was working on for the past 3 months with 3 fellow students at the University of Technology of Belfort-Montbéliard.

The goal of this project was to create a jungle engine/viewer in OpenGL, from scratch. I was in charge of the rendering and post-processing pipeline while also doing a bit of 3D modelling and texturing. This engine may lack important features like normal mapping and true physics, but we're still quite proud of it considering how little time we had to learn the technology and implement it.

Expect some tutorials, more in-depth explanations and the complete source code sometimes in July on my website.

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(WebGL) A RenderManager to handle multiple setups

After experimenting more with Three.js, and working with more complex scenes and setups, I recently felt the need of a structured manager to handle multiple scenes, cameras and render loops.

Indeed, working with more than one scene/camera/render setup can quickly become messy, juggling with many variables for each setup.

To counter this, I developped a tiny Three.js extension: THREE.Extras.RenderManager. Head past after the break to download and learn more about it.

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(WebGL) Animated selective glow in Three.js

This time I'm going to explain a way to make specific parts of your 3D object glow, and how to animate those. For this I'll be using THREE.EffectComposer to render the glow passes.

Check out the demo and the code after the break.

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