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marți, 8 decembrie 2020

Ubisoft - The Animus scene.

A Youtube video make by director Darby McDevitt about the technology that makes such historical tourism possible...

sâmbătă, 5 decembrie 2020

WebGL online game shooter named venge.

It is a very successful shooting game created with WebGL. I played it on an NVIDIA Corporation GT218 - GeForce 210 video card and it running fast.
It comes with several online servers with three types of players and four maps.
he players are very good.
You can test this online game at this webpage.
This is a video with this game build on WebGL from GenoPlays Youtube channel.

vineri, 4 decembrie 2020

Blender 3D : addons from Chris Jones.

Chris Jones make a good job with Blender 3D addons.
You can see on the YouTube channel some example with these addons.
Let's see one example:

joi, 3 decembrie 2020

Tool with S.D.K. for your avatar .

This is a useful tool I discovered on web about avatars feature.
The development team comes with this infos:
We recommend trying Avatar SDK with a desktop/laptop browser. If you want to try Avatar SDK on a mobile phone, you can use the applications for iOS and Android. Also you can look at RemoteFace, our virtual camera for video conferencing that shows your avatar driven by camera and lipsync instead of the usual video feed.
Face capture SDK allows you to create facial animations with a web camera.
A good example to convert a simple 2D photo into 3D object can be found on this demo webpage build with Unity 3D.
You can see a video demo from YouTube:

You can read more on this webpage.

miercuri, 25 noiembrie 2020

AI-Based from Two Minute Papers.

An example of effects created using artificial intelligence from Two Minute Papers.

sâmbătă, 21 noiembrie 2020

Shadertoy: Build a cross intersection - 001.

Based on this tutorial created by Inigo Quilez I created a new cross intersection shader:

The shader is very simple.
I created a black box and then colored all the areas in the corner of this box with black.
I left a white area to see the cross.
You can see better if you change this line of source code:
...into this:
p_m = 1.0-p_m/(p_m+0.1);
or this:
p_m = 1.0-p_m*10.0/(p_m*10.0+0.1);
The shader can be ru and testd here: