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Wednesday, November 5, 2014

Daylight

Attempting to improve the atmospherics to better resemble daylight.
Previously it was far too dark for my 2nd monitor, a cheap TN.
I'm not sure if it is too washed out.


Sunday, November 2, 2014

Modify faster


I've been working on completing the compute shader path. 
This is used to calculate the color, shadow, and ambient.
If a discrete and integrated GPU are present, both are used.

After writing both an AVX & compute shader pipeline.. 
AVX is more flexible and avoids the tedium of using a terrible API.
 I hope we get AVX to 1024+ bit soon.

Friday, October 3, 2014

Carving

Various voxel landscapes I made recently.
The carving tool is still pretty basic so I can't do anything impressive yet.
You basically can select from 5 shapes + 4 blend ops.  
But it works in real time so I can fly about and apply these ops and see the result immediately.




Thursday, October 2, 2014

Chile & Argentina

Here is a link to my friends blog detailing our three month trek in South America.
Photos include famous stuff like Torres Del Pine, Tierra Del Fuego, and Fitz Roy.

Probably the most memorable bits:
-trekking through lava flows created by the 2011 eruption of Volcan Pueyhue;  40 mph winds filled with ash, visibility was almost nothing, we would stumble to the edge of chasm, gaze down, and have no idea how deep it was:) Had to use GPS/compass to navigate our way.
-living in a tiny hut on a glacier for five days crammed with 12  people, waiting for a storm to pass--

Lots of nice photos on his blog
Snowfall in Tierra Del Fuego
Poking my way across a glacier

Friday, September 19, 2014

nonsense world

A non continuous signal can produce some vaguely interesting shapes & patterns. I don't think this is good for building a large world, but some of the individual parts could be cut out and pasted into a more traditional world.







Sunday, September 14, 2014

Saturday, August 30, 2014

color

Coloring algorithm is dead simple.
Eventually I want to incorporate the elevation & slope.  
It is using a (mostly) physically based lighting model, but the input materials were typed at random by me, and don't match any real world data.
Current input signals to lighting: red, green, blue, roughness, spec, ambient, shadow