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Float

I have recently released at inércia Demoparty, a gift i made for Sue. It started as a christmas gift that would express myself and ofcourse keep me from following everybody else to the local shop and spend my money on something  made by others.

There is no executable this time, as i don’t know if i can spread the music, still, nobody can stop me  (for the moment) from giving you a video. So here it is, Float.





hmm.Daft Punk – Harder, Better, Faster, Stronger

came to work, daft punk was playing, i was browsing my hd and opening projects. at some moment i opened this nebulado project which never satisfied me before and for my surprise it reacted quite nice to the track that was playing (Daft Punk – Harder, Better, Faster, Stronger), so i fired up Fraps and captured a video.

a smoother version was created which starts slower and builds up progressively, but i prefer this one

track by daft punk.





Old processing stuff

Didnt want to forget about some of the the old shit i’ve done using processing, so i thought i should post it here.  Audio-reactive Landscapes, 3D Tunnels, Cel-Shading, SineWave Additive, 3D Planes, and more..

More info + source: http://www.pixelnerve.com/p5/





hmm3.2 (the architect)

Last weekend i was watching tv and there was this scene where there was a fly-by a plane and a city was being built just in front of you and after sometime the camera would look back and there it was. The big and awesome city that i can’t find the name. So i thought to myself, i should try and play the architect myself… Here’s some results:





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.