HDR Lighting in FP10 (+ Away3D)

If you’ve played any video games the past few years, you’ve definately seen the HDR (High Dynamic Range) effect. Creating a more brilliant colour spectrum, it’s both popular in photography and 3D rendering. In games it typically enhances the brighter areas and makes light spill over into darker areas (the so called light blooming effect).…

Smoke/fluids simulation using Pixel Bender – part III

The third pass at smoke/fluids simulation again looks quite different from the previous two attempts, but this time it’s stable both when keeping still as while moving. Not surprisingly, as the current approach is more like Stam‘s fluid solver. The downside is that it’s much less processor-friendly: every new step (adding forces, diffusion, advection, updating boundaries, …)…

Smoke dynamics in Pixel Bender – part II

Last time, the results of simulating smoke were a bit instable and the visual result was a bit bland. Since then, I’ve been irked constantly by spotting smoke everywhere in the – real – world. And sadly, I have to admit I’m a smoker, so there’s no escape from that! :D So back to research!…

Smoke simulation using Pixel Bender

It’s been a while! The past month, I’ve been working on Wick3d a lot (done quite a bit, but sadly I can’t show anything yet ;) ) until I became swamped with work so free time was pretty much non-existant. (Except for last week, when I decided to kick back and play Gears of War 2.…

Status update on Wick3d

This blog’s been a bit silent the past couple of weeks, but I haven’t been idling at all – quite the opposite. Even with fresh copies of Dead Space, Fable 2 and Fallout 3 laying too near for comfort, most of my free time has been taken up by Wick3d (1 | 2). Recent developments…