<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>V // Pixelnerve &#187; realtime</title>
	<atom:link href="http://www.pixelnerve.com/v/tag/realtime/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pixelnerve.com/v</link>
	<description></description>
	<lastBuildDate>Sun, 30 Oct 2011 23:43:57 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
		<item>
		<title>First steps with WebGL</title>
		<link>http://www.pixelnerve.com/v/2011/05/27/first-steps-with-webgl/</link>
		<comments>http://www.pixelnerve.com/v/2011/05/27/first-steps-with-webgl/#comments</comments>
		<pubDate>Fri, 27 May 2011 20:15:09 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Game programming]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Webgl]]></category>
		<category><![CDATA[Glsl]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[sss]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1464</guid>
		<description><![CDATA[The hype around WebGL is quite big these days. People are talking about it and getting their hands dirty for sometime now. I wanted to give it a try, but I have to be honest: HTML, Javascript, Webdev in general scares the crap out of me, but eventually i ended up taking a look at [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The hype around WebGL is quite big these days. People are talking about it and getting their hands dirty for sometime now. I wanted to give it a try, but I have to be honest: HTML, Javascript, Webdev in general scares the crap out of me, but eventually i ended up taking a look at it and what&#8217;s going on these days (WebGL related).</p>
<p style="text-align: justify;">After watching <a title="Rome" href="http://www.pixelnerve.com/v/wp-admin/www.ro.me/" target="_blank">Rome</a>, a project created by Google, my interest got bigger, so I downloaded  a framework called <a title="three.js" href="https://github.com/mrdoob/three.js/" target="_blank">Three.js</a>. This framework is more than just WebGL, but i didn&#8217;t really care, i just wanted that section. If you get curious, check it out, it&#8217;s growing and even Google used it.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0754.png" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1465" title="Frame_0754" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0754-638x358.png" alt="" width="638" height="358" /></a></p>
<p style="text-align: justify;">It was quite easy to start playing with, as it brings loads of samples (would be alot easier if i knew where to find the documentation), so i started from there. Create a simple page capable of rendering WebGL to a canvas, explore the framework more or less until i actually made something with it.</p>
<p style="text-align: justify;">My part of this was mostly copy/paste of a shader i had written recently on <a title="SSS" href="http://zigguratvertigo.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/" target="_blank">Approximating Translucency for Subsurface Scattering</a>. A couple of hours later and alot of rambling towards javascript, I finally ended up with the same shader running on the browser.</p>
<p style="text-align: justify;">Next screenshots includes one from the application running with OpenGL and the other two were capture directly from the browser.<br />
Last but not least, i want to mention the work of <em>Tristan Bethe</em>. The 3d scan model seen in this pictures is all him.</p>
<p style="text-align: justify;"><a href="../../webgl/sss/" target="_blank">Link to the WebGL version. Enjoy!</a></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0769.png" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1466" title="Frame_0769" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/Frame_0769-638x358.png" alt="" width="638" height="358" /></a></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_singlelight.jpg" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1468" title="sss_singlelight" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_singlelight-638x358.jpg" alt="" width="638" height="358" /><br />
</a><a href="../wp-content/uploads/2011/05/sss_multilight.jpg" rel="shadowbox[sbpost-1464];player=img;"><br />
</a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_multilight.jpg" rel="shadowbox[sbpost-1464];player=img;"><img class="alignnone size-medium wp-image-1467" title="sss_multilight" src="http://www.pixelnerve.com/v/wp-content/uploads/2011/05/sss_multilight-638x358.jpg" alt="" width="638" height="358" /></a></p>
<p><a href="http://www.pixelnerve.com/webgl/sss/" target="_blank">Link to the WebGL version. Enjoy!</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2011/05/27/first-steps-with-webgl/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Aliasing Beauty</title>
		<link>http://www.pixelnerve.com/v/2010/12/30/aliasing-beauty/</link>
		<comments>http://www.pixelnerve.com/v/2010/12/30/aliasing-beauty/#comments</comments>
		<pubDate>Thu, 30 Dec 2010 18:25:29 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Generative]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[cgfx]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[metaballs]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1377</guid>
		<description><![CDATA[Finally, i posted about the Aliasing Beauty, a relative to Black&#38;White project created for Written Images book. Read more..]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Finally, i posted about the <strong>Aliasing Beauty</strong>, a relative to Black&amp;White project created for Written Images book. <a title="Aliasing Beauty" href="http://www.pixelnerve.com/portfolio/2010/12/30/aliasing-beauty/" target="_blank">Read more..<br />
</a><br />
<iframe src="http://player.vimeo.com/video/14801724?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2010/12/30/aliasing-beauty/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>GML Viscosity</title>
		<link>http://www.pixelnerve.com/v/2010/09/07/gml-viscosity/</link>
		<comments>http://www.pixelnerve.com/v/2010/09/07/gml-viscosity/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 07:32:25 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[GPU]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[Works]]></category>
		<category><![CDATA[cgfx]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[gml]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[graffiti]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shaders]]></category>
		<category><![CDATA[vitamin]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1259</guid>
		<description><![CDATA[So here it is, the application and source code for GML Viscosity. I finally took the time to clean up this project and make a public release. In the packages you will find binaries and source code for the application, so if you&#8217;re thinking of using it and come up with something nice, let me [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">So here it is, the application and source code for <strong>GML Viscosity</strong>.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0233.jpg" rel="shadowbox[sbpost-1259];player=img;"><img class="alignnone size-medium wp-image-1280" title="Frame_0233" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0233-638x357.jpg" alt="" width="638" height="357" /></a></p>
<p style="text-align: justify;">I finally took the time to clean up this project and make a public release. In the packages you will find binaries and source code for the application, so if you&#8217;re thinking of using it and come up with something nice, let me know. After the first release i have fixed some problems with memory access and crashes. I have also added a simple UI for easy pick of tags from the &#8220;data/tags&#8221; folder on your hard-drive.</p>
<p><iframe src="http://player.vimeo.com/video/13550099?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0"></iframe></p>
<p style="text-align: justify;"><i>What is it?</i><strong><br />
- GML Viscosity</strong> is an experiment. It is application used to draw GML tags on a viscous liquid rendered purely on the GPU side.</p>
<p style="text-align: justify;"><i>What does it do?</i><br />
- It liquifies your tags, in a way you can hardly read them but still looks cool (thats graffiti).<br />
- It is possible to load gml files from the disk or directly from the <a title="http://000000book.com/" href="http://000000book.com/">&#8220;lots of zeros&#8221;book</a> database.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0228.jpg" rel="shadowbox[sbpost-1259];player=img;"><img class="alignnone size-medium wp-image-1277" title="Frame_0228" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/09/Frame_0228-638x357.jpg" alt="" width="638" height="357" /></a></p>
<p style="text-align: justify;"><i>How can I interact?</i><br />
- Not implemented on this version. This version selects and draw gml files randomly from the web or from a tags folder. For a smart person it should be easy to add mouse support. The code is also prepared to support multitouch so, it should be easy to implement TUIO and create your multitouch version.<br />
- Use &#8216;r&#8217; key to randomly fetch a new tag from the website and if available it will draw it on the screen.<br />
- Use the GUI window to pick any tag from the folder &#8220;tags&#8221; inside data folder.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><i>Where can i get it?</i><br />
<a title="GML Viscosity" href="http://www.pixelnerve.com/downloads/processing/GMLViscosity_win.zip" target="_blank">Windows Version</a> | <a title="GML Viscosity" href="http://www.pixelnerve.com/downloads/processing/GMLViscosity_osx.zip" target="_blank">MacOSX Version</a></p>
<p style="text-align: justify;">Have fun.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2010/09/07/gml-viscosity/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Grazing Jellies</title>
		<link>http://www.pixelnerve.com/v/2010/04/21/grazing-jellies/</link>
		<comments>http://www.pixelnerve.com/v/2010/04/21/grazing-jellies/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 19:36:41 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Works]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[jelly]]></category>
		<category><![CDATA[openframeworks]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=1064</guid>
		<description><![CDATA[Grazing Jellies is an augmented reality project i had the pleasure to work in. I made team with Neil Mendonza and Hudson-Powell, commissioned by the Abandon Normal Devices festival. Grazing Jellies takes place in a forest, a realtime portal into a colorful dream-like world of jelly creatures. The creatures were created to react to movement [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Grazing Jellies is an augmented reality project i had the pleasure to work in. I made team with <a href="http://16b.it/portfolio" target="_blank">Neil Mendonza</a> and <a href="http://www.hudson-powell.com/" target="_blank">Hudson-Powell</a>, commissioned by the <a href="http://www.andfestival.org.uk/">Abandon  Normal Devices</a> festival. Grazing Jellies takes place in a forest, a realtime portal into a colorful dream-like world of jelly creatures. The creatures were created to react to movement of the ambient/people and can also be called by making noise, When nothing is going on they wander around the world and hunt for food. My work on this project was mostly about the jellies generation/animation/rendering.</p>
<p style="text-align: justify;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=11117516&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=11117516&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">At  first, there was the idea to use metaballs for the creatures, we wanted  to give this jelly  surfaces some wobbling/round forms. After some  testing we decided not to, as i did not see any advantage specially in  performace,  so we went with a more &#8220;traditional&#8221; method.  The   creatures were generated from 2 steps. The body and the head.</p>
<p style="text-align: justify;"><a href="../wp-content/uploads/2010/04/2.jpg" rel="shadowbox[sbpost-1064];player=img;"></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/2.jpg" rel="shadowbox[sbpost-1064];player=img;"><img class="alignnone size-medium wp-image-1066" title="2" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/2-638x359.jpg" alt="" width="638" height="359" /></a></p>
<p style="text-align: justify;"><em>The body</em>: Create a skeleton line and  generate a deforming cylindrical body from the line. After some time and tweaking  the body right. After just had to start playing with values to get the animation going. Some trig + using creature&#8217;s motion parameters worked just fine, we got it right, but, there was still a problem, the creature&#8217;s heads.  <em>The head</em>: Well i tried different methods, interpolating the body&#8217;s end with some spherical shape wish ease on, but it did not work out. The  head textures just didn&#8217;t look good, &#8220;pinched&#8221; as Jody said several  times.  We ended up creating the head as a second step, building an  hemisphere and then &#8220;attaching&#8221;  it to the body&#8217;s end. Good news is later on, it came handy,  as it made things alot easier to map the head&#8217;s texture. Some things just come  handy sometimes. I had to tweak a bit to get the head and body animation get along,  but in the end it turned out to look pretty good.</p>
<p style="text-align: justify;">As for the lighting side, a kind of &#8220;ambient light&#8221; + phong lighting + cubemap reflections made it to the final version.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/1.jpg" rel="shadowbox[sbpost-1064];player=img;"><img class="alignnone size-medium wp-image-1065" title="1" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/1-638x406.jpg" alt="" width="638" height="406" /></a></p>
<p style="text-align: justify;">This is an  awesome project and i really enjoyed working with the team. As said  before this should not be a closed project, it was projected to live and  change so it can fit other ambients, so expect to see more from the  *mighty* <strong>Grazing Jellies</strong>.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/3.jpg" rel="shadowbox[sbpost-1064];player=img;"><img class="alignnone size-medium wp-image-1067" title="3" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/04/3-638x359.jpg" alt="" width="638" height="359" /></a></p>
<p style="text-align: justify;">Some videos on the <a href="http://grazingjellies.tumblr.com/">development  blog</a>.</p>
<p style="text-align: justify;">Full article on the festival @ <a href="http://www.wired.co.uk/news/archive/2010-04/06/abandon-normal-devices-digital-art-meets-a-forest.aspx">Wired</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2010/04/21/grazing-jellies/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>JavaCL, the new OpenCL4Java</title>
		<link>http://www.pixelnerve.com/v/2010/02/17/javacl-the-new-opencl4java/</link>
		<comments>http://www.pixelnerve.com/v/2010/02/17/javacl-the-new-opencl4java/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 07:11:21 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Libraries]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[JavaCL]]></category>
		<category><![CDATA[OpenCL]]></category>
		<category><![CDATA[opencl4java]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=940</guid>
		<description><![CDATA[I have noticed that OpenCL4Java is on version 1.4beta by now and that my examples were crashing when running on a GPU device. Today i took the time to do something about it. I have downloaded the new version and have updated the examples to run with 1.4beta. Everything seems to work just fine now, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I have noticed that OpenCL4Java is on version 1.4beta by now and that my examples were crashing when running on a GPU device. Today i took the time to do something about it. I have downloaded the new version and have updated the examples to run with 1.4beta. Everything seems to work just fine now, if you have a different opinion, please do let me know.</p>
<p style="text-align: justify;"><a rel="attachment wp-att-926" href="http://www.pixelnerve.com/v/2010/02/17/javacl-the-new-opencl4java/frame_2225/"><img title="GreeblesCL" src="http://www.pixelnerve.com/v/wp-content/uploads/2010/02/frame_2225-634x356.png" alt="" width="634" height="356" /></a></p>
<p style="text-align: justify;">Download: <a title="JavaCL" href="http://victamin.googlecode.com/files/JavaCL_1_4b.zip" target="_blank">http://victamin.googlecode.com/files/JavaCL_1_4b.zip</a></p>
<p style="text-align: justify;">Have fun!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2010/02/17/javacl-the-new-opencl4java/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>(hmm) Greebles</title>
		<link>http://www.pixelnerve.com/v/2009/11/04/hmm-greebles/</link>
		<comments>http://www.pixelnerve.com/v/2009/11/04/hmm-greebles/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 11:37:08 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[audio reactive]]></category>
		<category><![CDATA[gpu]]></category>
		<category><![CDATA[greebles]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=862</guid>
		<description><![CDATA[Since Star Wars(tm) (so i&#8217;ve read), texture-based techniques have been used to improve the detail on planar and easily curved surfaces. The one i&#8217;m talking about here is called Greebles. Apply an heightmap texture on a surface and on a per-pixel basis, geometry is generated acoording to the pixel&#8217;s intensity. By doing it you get [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Since  Star Wars(tm) (so i&#8217;ve read), texture-based techniques have been used to  improve the detail on planar and easily curved surfaces. The one i&#8217;m  talking about here is called Greebles. Apply an heightmap texture on a  surface and on a per-pixel basis, geometry is generated acoording to the  pixel&#8217;s intensity. By doing it you get more detailed surfaces without  having to model every little part by yourself, making things more  interesting, realistic and much more appealing.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=8384130&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=8384130&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>To achieve this i&#8217;ve picked <a href="http://www.opengl.org/wiki/Vertex_Texture_Fetch" target="_blank">Vertex Texture Fetch</a>. It allows you to access texture data on the vertex shader. Pass a texture to the vertex shader and offset the surface vertices by the pixel&#8217;s intensity. To improve the looks, bump-mapping with multiple lights have been used. Everything presented here is generated on the GPU, even the objects. Runs nicely on a Nvidia 8200M. Lots of  space for improvement.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0001332.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-861" title="greebles_0001332" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0001332-150x150.jpg" alt="greebles_0001332" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004509.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-860" title="greebles_0004509" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004509-150x150.jpg" alt="greebles_0004509" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004451.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-859" title="greebles_0004451" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004451-150x150.jpg" alt="greebles_0004451" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004315.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-858" title="greebles_0004315" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004315-150x150.jpg" alt="greebles_0004315" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004301.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-857" title="greebles_0004301" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004301-150x150.jpg" alt="greebles_0004301" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004050.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-856" title="greebles_0004050" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0004050-150x150.jpg" alt="greebles_0004050" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0001137.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-855" title="greebles_0001137" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0001137-150x150.jpg" alt="greebles_0001137" width="150" height="150" /></a><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0000360.jpg" rel="shadowbox[sbpost-862];player=img;"><img class="alignnone size-thumbnail wp-image-854" title="greebles_0000360" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/11/greebles_0000360-150x150.jpg" alt="greebles_0000360" width="150" height="150" /></a></p>
<p style="text-align: justify;">
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2009/11/04/hmm-greebles/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Taxesss from Nothing</title>
		<link>http://www.pixelnerve.com/v/2009/10/07/taxesss-from-nothing/</link>
		<comments>http://www.pixelnerve.com/v/2009/10/07/taxesss-from-nothing/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 18:58:44 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[demoscene]]></category>
		<category><![CDATA[mainparty]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=801</guid>
		<description><![CDATA[So here it is, new demo is out! It&#8217;s called Taxesss from Nothing and it was released at Mainparty this year. This demo started as an idea from my good friend and work colleague, ps, who usually watches my experiments in first hand. After watching some of the stuff you can see in my vimeo [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">So here it is, new demo is out! It&#8217;s called Taxesss from <a href="http://nothing.scene.org" target="_blank">Nothing</a> and it was released at <a href="http://www.mainparty.net" target="_blank">Mainparty</a> this year. This demo started as an idea from my good friend and work colleague, <a href="http://www.scene.org/~ps" target="_blank">ps</a>, who usually watches my experiments in first hand. After watching some of the stuff you can see in my vimeo account, he came out with this piece for a grindcore jazz track from The Lost Gorbachevs. After handing him all the sources, he started building the demo while i was working on my own idea. Well, it turns out Taxesss is out and has been quite well accepted by the alternative parties, and my own project is still waiting to come out.. Hope you enjoy this piece.</p>
<p style="text-align: justify;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6925691&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=6925691&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">
<p style="text-align: justify;">You can download the demos from scene.org.</p>
<p style="text-align: justify;"><a href="http://scene.org/file.php?file=%2Fparties%2F2009%2Fmain09%2Fdemo%2Fnothing_-_taxesss_macosx.zip&amp;fileinfo" target="_blank">Mac OSX</a> | <a href="http://scene.org/file.php?file=%2Fparties%2F2009%2Fmain09%2Fdemo%2Fnothing_-_taxesss_win32.zip&amp;fileinfo" target="_blank">Windows</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2009/10/07/taxesss-from-nothing/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>(hmm) 3d stereoscopic view</title>
		<link>http://www.pixelnerve.com/v/2009/09/07/hmm-3d-stereoscopic-view/</link>
		<comments>http://www.pixelnerve.com/v/2009/09/07/hmm-3d-stereoscopic-view/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 21:34:37 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[anaglyph]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[realtime]]></category>
		<category><![CDATA[stereoscopic]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=765</guid>
		<description><![CDATA[I have played with 3d stereoscopic in the past but never got to make someting good. This is still not the time sorry, but&#8230; i think its worth the post and the time. So what do we have here ? The technique used is called &#8216;off-axis frustum&#8217; a.k.a the &#8220;right way&#8221;, courtesy of Paul Bourke. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I have played with 3d stereoscopic in the past but never got to make someting good. This is still not the time sorry, but&#8230; i think its worth the post and the time. So what do we have here ?</p>
<p style="text-align: justify;">The technique used is called &#8216;off-axis frustum&#8217; a.k.a the &#8220;right way&#8221;, courtesy of <a title="Paul Bourke" href="http://local.wasp.uwa.edu.au/~pbourke/" target="_blank">Paul Bourke</a>. If you want to read more about it you should pay a visit to his website.</p>
<p style="text-align: justify;">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 &#8216;view-area&#8217;.  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.</p>
<p style="text-align: justify;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6467553&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=6467553&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/downloads/processing/anaglyphs.zip" target="_blank">Source code available here.</a></p>
<p style="text-align: justify;">You will need &#8216;Vitamin&#8217; library. Just copy it to processing&#8217;s libraries folder as usual, and then run the project.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2009/09/07/hmm-3d-stereoscopic-view/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sunflower source code</title>
		<link>http://www.pixelnerve.com/v/2009/08/27/sunflower-source-code/</link>
		<comments>http://www.pixelnerve.com/v/2009/08/27/sunflower-source-code/#comments</comments>
		<pubDate>Thu, 27 Aug 2009 15:56:39 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Demos]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=719</guid>
		<description><![CDATA[After releasing Deep&#8217;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. Watch Sunflower Download source code Hope you enjoy it]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">After releasing Deep&#8217;s source code, i thought to myself i could also release an old production of mine, Sunflower.<br />
Sunflower is a visual non-interactive application a.k.a. demo, feat. music from Four Tet.</p>
<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/08/sunflower_screen.png" rel="shadowbox[sbpost-719];player=img;"><img class="alignnone size-medium wp-image-722" title="sunflower_screen" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/08/sunflower_screen-634x356.png" alt="sunflower_screen" width="634" height="356" /></a></p>
<p style="text-align: justify;"><a title="Sunflower" href="http://vimeo.com/2016712" target="_blank">Watch Sunflower</a></p>
<p style="text-align: justify;"><a title="Sunflower" href="http://victamin.googlecode.com/files/sunflower_src_public_release.zip" target="_blank">Download source code</a></p>
<p style="text-align: justify;">Hope you enjoy it</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2009/08/27/sunflower-source-code/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Holidays</title>
		<link>http://www.pixelnerve.com/v/2009/07/23/holidays/</link>
		<comments>http://www.pixelnerve.com/v/2009/07/23/holidays/#comments</comments>
		<pubDate>Thu, 23 Jul 2009 15:45:06 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[cgfx]]></category>
		<category><![CDATA[clouds rendering]]></category>
		<category><![CDATA[hmm]]></category>
		<category><![CDATA[realtime]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=637</guid>
		<description><![CDATA[3 weeks off.. roaming to South France. (hmm.Cloud Rendering)]]></description>
			<content:encoded><![CDATA[<p>3 weeks off.. roaming to South France.</p>
<p><a href="http://www.pixelnerve.com/v/wp-content/uploads/2009/07/shot1.png" rel="shadowbox[sbpost-637];player=img;"><img class="alignnone size-medium wp-image-638" title="Realtime clouds" src="http://www.pixelnerve.com/v/wp-content/uploads/2009/07/shot1-634x476.png" alt="Realtime clouds" width="634" height="476" /><br />
</a>(hmm.Cloud Rendering)</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelnerve.com/v/2009/07/23/holidays/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

