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3D Procedural World/Universe Generator, Renderer and Game Engine
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3DWorld | 3dworldgen.blogspot.com Reviews
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3D Procedural World/Universe Generator, Renderer and Game Engine
3DWorld: Physically Based Materials
http://3dworldgen.blogspot.com/2016/09/physically-based-materials.html
3D Procedural World/Universe Generator, Renderer and Game Engine. Monday, September 26, 2016. The material parameters supported are:. Material Name - User-defined text string identifier. Texture - Name/filename of texture to use; "none" to disable texturing. Normal Map - Name/filename of normal map texture to use; "none" to disable normal mapping. Shadows - Flag to enable cube map shadows for point light spheres. Emissive - Flag to mark as having an emissive color (no lighting). Specular Color - {R,G,B} ...
3DWorld: Indirect Lighting for Dynamic Objects
http://3dworldgen.blogspot.com/2016/08/indirect-lighting-for-dynamic-objects.html
3D Procedural World/Universe Generator, Renderer and Game Engine. Saturday, August 6, 2016. Indirect Lighting for Dynamic Objects. This is a followup post to my indirect lighting post. These types of moving objects are called platforms in 3DWorld. They're named after the platforms used for doors and elevators in the Forge. Map editor for Marathon. This problem is similar to the one discussed at the end of this blog post. Okay, that's enough text. How about some images? Basement with door open, letting th...
3DWorld: August 2016
http://3dworldgen.blogspot.com/2016_08_01_archive.html
3D Procedural World/Universe Generator, Renderer and Game Engine. Sunday, August 28, 2016. I recently installed a new version of Microsoft Visual Studio on my home machine where I develop 3DWorld. The upgrade from MSVS 2010 to MSVS 2015 had been delayed until I found a good deal on the latest version, which sells for hundreds of dollars. I managed to get a used copy on amazon.com for a fraction of the retail price, and it seems to work just fine. Moon and planet casting shadows on an asteroid belt. Here ...
3DWorld: Procedural Universe Rendering
http://3dworldgen.blogspot.com/2016/08/procedural-universe-rendering.html
3D Procedural World/Universe Generator, Renderer and Game Engine. Sunday, August 28, 2016. I recently installed a new version of Microsoft Visual Studio on my home machine where I develop 3DWorld. The upgrade from MSVS 2010 to MSVS 2015 had been delayed until I found a good deal on the latest version, which sells for hundreds of dollars. I managed to get a used copy on amazon.com for a fraction of the retail price, and it seems to work just fine. Moon and planet casting shadows on an asteroid belt. Here ...
3DWorld: Reflections and Roughness
http://3dworldgen.blogspot.com/2016/09/reflections-and-roughness.html
3D Procedural World/Universe Generator, Renderer and Game Engine. Wednesday, September 14, 2016. This post continues my work on cube map reflections from where I left off in an earlier post. On this topic. I had it working pretty well at the time. However, I was never able to get 100 reflective objects in the scene in realtime because I didn't have enough GPU memory on my 2GB card. I now have a GeForce GTX 1070. With 8GB of video memory, which should allow me to add as many as 300 reflective objects.
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Miles Macklin » Blog Archive » New SIGGRAPH paper
http://blog.mmacklin.com/2014/05/15/new-siggraph-paper
Computer graphics and simulation. May 15th, 2014 Tags:. Just a quick note to say that the pre-print for our paper on particle physics for real-time applications is now available. Visit the project page. For all the downloads, or check out the submission video below:. The paper contains almost all the practical knowledge and insight about position-based dynamics that I have gained over the last year, while developing FLEX. I hope it serves as a practical guide for implementers. Wittawat keawcharoen said a...
Miles Macklin » Flex
http://blog.mmacklin.com/tag/flex
Computer graphics and simulation. May 15th, 2014 Tags:. Just a quick note to say that the pre-print for our paper on particle physics for real-time applications is now available. Visit the project page. For all the downloads, or check out the submission video below:. The paper contains almost all the practical knowledge and insight about position-based dynamics that I have gained over the last year, while developing FLEX. I hope it serves as a practical guide for implementers. November 13th, 2013 Tags:.
Miles Macklin » Blog Archive » Real-Time Video Capture with FFmpeg
http://blog.mmacklin.com/2013/06/11/real-time-video-capture-with-ffmpeg
Computer graphics and simulation. Real-Time Video Capture with FFmpeg. June 11th, 2013 Tags:. Working on a distributed team means that often the best way to share new results is via video captures of simulations. Previously I would do this by dumping uncompressed frames from OpenGL to disk, and then compressing with FFmpeg. I prefer this over tools like Fraps because it gives more control over compression quality, and has no watermarking or time limits. When you're done, just close the stream as follows:.
Miles Macklin » CUDA
http://blog.mmacklin.com/tag/cuda
Computer graphics and simulation. July 25th, 2013 Tags:. Slides for my SIGGRAPH presentation of Position Based Fluids are available here:. Http:/ mmacklin.com/pbf slides.pdf. During the presentation I showed videos of some more recent results including two-way coupling of fluids with clothing and rigid bodies. They're embedded below:. Overall it has been a great SIGGRAPH, I met tons of new people who provided lots of inspiration for new research ideas. Thanks! April 24th, 2013 Tags:. On New SIGGRAPH paper.
Miles Macklin » Physics
http://blog.mmacklin.com/tag/physics
Computer graphics and simulation. May 15th, 2014 Tags:. Just a quick note to say that the pre-print for our paper on particle physics for real-time applications is now available. Visit the project page. For all the downloads, or check out the submission video below:. The paper contains almost all the practical knowledge and insight about position-based dynamics that I have gained over the last year, while developing FLEX. I hope it serves as a practical guide for implementers. November 13th, 2013 Tags:.
Miles Macklin » ffmpeg
http://blog.mmacklin.com/tag/ffmpeg
Computer graphics and simulation. Real-Time Video Capture with FFmpeg. June 11th, 2013 Tags:. Working on a distributed team means that often the best way to share new results is via video captures of simulations. Previously I would do this by dumping uncompressed frames from OpenGL to disk, and then compressing with FFmpeg. I prefer this over tools like Fraps because it gives more control over compression quality, and has no watermarking or time limits. When you're done, just close the stream as follows:.
Miles Macklin » SPH
http://blog.mmacklin.com/tag/sph
Computer graphics and simulation. July 25th, 2013 Tags:. Slides for my SIGGRAPH presentation of Position Based Fluids are available here:. Http:/ mmacklin.com/pbf slides.pdf. During the presentation I showed videos of some more recent results including two-way coupling of fluids with clothing and rigid bodies. They're embedded below:. Overall it has been a great SIGGRAPH, I met tons of new people who provided lots of inspiration for new research ideas. Thanks! April 24th, 2013 Tags:. On New SIGGRAPH paper.
Miles Macklin » SIGGRAPH
http://blog.mmacklin.com/tag/siggraph
Computer graphics and simulation. May 15th, 2014 Tags:. Just a quick note to say that the pre-print for our paper on particle physics for real-time applications is now available. Visit the project page. For all the downloads, or check out the submission video below:. The paper contains almost all the practical knowledge and insight about position-based dynamics that I have gained over the last year, while developing FLEX. I hope it serves as a practical guide for implementers. July 25th, 2013 Tags:.
Miles Macklin » FEM
http://blog.mmacklin.com/tag/fem
Computer graphics and simulation. June 27th, 2012 Tags:. This post is about generating meshes for finite element simulations. I'll be covering other aspects of FEM based simulation in a later post, until then I recommend checking out Matthias Müller's very good introduction in the SIGGRAPH 2008 Real Time Physics course [1]. I hate meshes. I cannot believe how hard this is. Geometry is hard. David Baraff, Senior Research Scientist, Pixar Animation Studios. Is probably the simplest. It works by inserti...
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3D World Design
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3DWorld
3D Procedural World/Universe Generator, Renderer and Game Engine. Monday, January 9, 2017. This post doesn't contain much technical content, because I was busy with moving to a new house and then the holidays, so I didn't have much time to write code. Instead, I'll post some images of the San Miguel scene modeled by Guillermo M. Leal Llaguno of Evolucién Visual. I downloaded the Lightwave object file. Model and textures from the McGuire Computer Graphics Archive. San Miguel scene viewed from near the fou...
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3D World, Magic and Fun. KOKSIJDE 11/07 - 26/08/2015. 10 novelties at Yale 3D World Magic and Fun 2015. With i.a.: your camera fails you at Yale 3D World: Nikon is at your service with a solution; a bar; nocturnes on Wednesday evenings (6 to 10 pm - box office open until 9.30 pm); a Ketnet children’s animation corner in collaboration with Kids World Sun Parks; extra floor features; customised sounds in some sets; …. Ideas for backdrops or decors? Do you have a great idea for a 3D decor? Get ready for lau...
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3D World Magazine Database
3D World Magazine Database. Saturday, December 29, 2012. DATABASE NOW OFFERED IN TWO FORMATS. ON-LINE VERSION - Many thanks to Daniel Skovli for putting the database on-line. DOWNLOADABLE MS-OFFICE 2007 EXCEL VERSION (1.2Mb). NOTE: ISSUES 149 and 153 are missing due to a lapse in subscription. To find out more about the latest issue of 3DWorld Magazine. Labels: 3D World: Issue 163. Subscribe to: Posts (Atom). 160;ISSUE 163 DATABASE NOW OFFERED IN TWO FORMATSON-L. View my complete profile.