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(hmm) 3d stereoscopic view

I have played with 3d stereoscopic in the past but never got to make someting good. This is still not the time sorry, but… i think its worth the post and the time. So what do we have here ?

The technique used is called ‘off-axis frustum’ a.k.a the “right way”, courtesy of Paul Bourke. If you want to read more about it you should pay a visit to his website.

2 images are rendered from 2 different point of views, creating two images with some little differences between them. The off-axis frustum means the point of view might not lie on the perpendicular line to the ‘view-area’.  These 2 images are then sent to a simple shader that takes the R channel from the left-eye buffer, the GB channels from the right-eye buffer and then mixes it into a single stereo image. This is the color glasses compositing method, but it sure is possible to just send both images down the two adapters of your videocard and get the same 3d feeling (with colors) using an Head-Mounted Display or a multi-projector system of some kind.

Source code available here.

You will need ‘Vitamin’ library. Just copy it to processing’s libraries folder as usual, and then run the project.





Sunflower source code

After releasing Deep’s source code, i thought to myself i could also release an old production of mine, Sunflower.
Sunflower is a visual non-interactive application a.k.a. demo, feat. music from Four Tet.

sunflower_screen

Watch Sunflower

Download source code

Hope you enjoy it





Deep Source Code

Deep is a demo created by me and Filipe “ps” Cruz. Following it’s subtle success and a few requests, i thought it would be useful to make it’s source code public. Hope you enjoy it, and make sure you watch the demo.

deep

Watch Deep

Download source code

It should be easy to get it rolling, but if you get problems, read the “readme.txt” file and make sure you have installed the dependencies. Once that is done, open the project and run it. Don’t forget to let me know if you liked it. Have fun.





Holidays

3 weeks off.. roaming to South France.

Realtime clouds
(hmm.Cloud Rendering)





hmm.Motion Blur as a Post Processing Effect

One more ‘hmm’ series experiment.

Motion Blur as a Post Processing Effect.

This is based on an article from GPU Gems 3, which basically takes the motion for each pixel and computes a velocity from the difference with the previous position to sample the rendered scene texture and compute the final color. It works only for camera movement, meaning, if the camera does not move but you have a moving/rotating object in front of you the effect won’t apply.

This two videos shows camera lookat point motion, meaning it randomly looks at different points every second, and the second video shows a camera spinning around a sphere objectwith increasing velocity to reach a maximum blur state. Both are using camera motion as i stated it’s important, anyway, it should give an idea of the effect.

Source code available here