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Deep

Deep has been released. After getting some problems at the Beach party’s & compo machine unfortunately it couldnt be shown/released oficially at a demoparty. We thought about releasing it at an american demoparty (Blockparty) but then again it didn’t work out at the compo machine. How lucky for us. So we just took the package and released over the web.. oficially.

ftp://ftp.scene.org/pub/demos/groups/nothing/nothing_ma_-_deep_mov_hd_h264_aac.zip ( HD video )
ftp://ftp.scene.org/pub/demos/groups/nothing/nothing_ma_-_deep_win32.zip ( Windows version ) 
ftp://ftp.scene.org/pub/demos/groups/nothing/nothing_ma_-_deep_macosx.zip ( Mac version )

You’ll need to install cg toolkit to run the demo
http://developer.nvidia.com/object/cg_toolkit.html

Linux version had some issues with the sound library (little endian / big endian crashes on minim) so we didnt export/distribute.

Source code is available on request.





hmm.

In the past few days i was playing with voronoi cells. in the meantime i had another idea i wanted to try: random recursive cell growth. So i started working on both pieces together and came up with what you’re about to see in the videos below.

The scene is rendered using a per-pixel phong lighting model + wrap lighting, a fast trick to approximate subsurface scattering. More information available in  the GPU Gems book.

I have used lee byron‘s mesh library for the 2D voronoi mesh generation and loaded it up my framework to generate a 3D heightmap mesh.   I’ve reduced the effect to almost zero here, just because i think it looks much better flat in this particular scene.

Done using processing + java.





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