Just uploaded a 3D rendered (side-by-side 1080p half-res) capture of ‘Kohlenstoffeinheit’ (my entry for the PC 4k intro competition @Revision 2013) to Youtube.

To get a more ‘stable’ 3D effect I removed the tv-scanlines and noise post-processing effects from the original release. The rendering is far from optimal (just ‘Toe-In' stereo). To make things worse I haven’t even cared about depth budget management at all :) Anyway, enjoy!

Btw: Setup code for the stereo conversion can be found here. Fragment shaders here and here.

'Toe-In' experiment #5, this time parallax occlusion mapping (kinda raymarched too) in stereo3D. Get the code here (shader code stays the same).

'Toe-In' experiment #4, a stereoscopic version of a 3D Mandelbrot fractal (not the real 'holy-grail' one). JOGL code can be found here and here.

Next try: Rubber Mandelbulb in stereo 3D (using my old bruteforce raymarcher). Code as always here and here (java and shader).

And another ‘Toe-In’ stereoscopic port of my old metaballs bruteforce raymarcher. Code can be found here (java) and here (shader).

Currently experimenting with stereoscopic rendering and different methods for calculating the stereo pairs. The most simple method I guess is ‘Toe-in’ stereoscopy, where the camera has a fixed and symmetric aperture, and each camera is pointed at a single focal point. The downside of this method is the introduction of a vertical parallax, which generally causes discomfort while viewing. Anyway good enough for a first shot …

As a first routine I ported my quaternionic Julia brute-force raymarcher to stereo 3D. Code can be found here (java) and here (fragment shader).

Ofcourse in addition to the original "minified" version of the Kohlenstoffeinheit fragment shaders, I also comitted an unminified development version, that should be way more understandable (at least I hope so): main.fs post.fs

Ofcourse in addition to the original "minified" version of the Kohlenstoffeinheit fragment shaders, I also comitted an unminified development version, that should be way more understandable (at least I hope so): main.fs post.fs

Here’s the promised direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2013. Sure it got a little bigger while porting but the shader and control code remained more or less untouched. The intro renders a fullscreen billboard using a single fragment shader.  The shader basically encapsulates a sphere-tracing based raymarcher for a single fractal formula with camera handling. The rendering technique is a little bit different than usual as the renderer accumulates the spheretraced distances of the estimation function over the ray-length, and converts them into a pixel brightness, resulting in some sort of “X-Ray” look for the marched volume.
Additionally a second post-processing shader is applied to the render output from the raymarching shader. Post effects are radial blur, vignette, color abbrevation, tv-lines and noise to make the overall look more interesting and less ‘sterile’. The different intro parts are all parameter and camera position variations of the same fractal. Anyway, code as always on Github: GL3_Kohlenstoffeinheit_Port.java and the corresponding main+postprocessing shaders: main.fs post.fs

Here’s the promised direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2013. Sure it got a little bigger while porting but the shader and control code remained more or less untouched. The intro renders a fullscreen billboard using a single fragment shader.  The shader basically encapsulates a sphere-tracing based raymarcher for a single fractal formula with camera handling. The rendering technique is a little bit different than usual as the renderer accumulates the spheretraced distances of the estimation function over the ray-length, and converts them into a pixel brightness, resulting in some sort of “X-Ray” look for the marched volume.

Additionally a second post-processing shader is applied to the render output from the raymarching shader. Post effects are radial blur, vignette, color abbrevation, tv-lines and noise to make the overall look more interesting and less ‘sterile’. The different intro parts are all parameter and camera position variations of the same fractal. Anyway, code as always on Github: GL3_Kohlenstoffeinheit_Port.java and the corresponding main+postprocessing shaders: main.fs post.fs

Eastern is over, and I’m back from Revision 2013! Really had a kick ass time with so many awesome people from all over Europe, so ofcourse I’ll be there again next year. As last year I submitted an entry to the PC 4k competition (executable size has to be <=4096 bytes) called “Kohlenstoffeinheit”. Took me nearly three months to prepare. Ofcourse it’s raymarched fractals again, but with a completely different renderer and some quite complex post effects. This time the 4k size-restriction developed into a real nightmare as I wasn’t able to fit the complex visuals togehter with the tune into 4k for almost 2 month. Fighting for the last missing 500 bytes 8 weeks in a row can be quite stressing, but I guess thats the experience someone is longing for when entering the 4k journey :)

Anyway, I guess the crowd really liked what I could squeeze into 4096 bytes, so I again placed 1st (take a look at the voting results). As last year, placing first also got me a little bit attention press wise, thus heise.de and geeks3d.com mentioned the production.

As every year I’m currently working on a JOGL port of "Kohlenstoffeinheit", so stay tuned …

Requested Youtube to do a 2D to 3D conversion of a (modified) 1080p capture of ‘Hartverdrahtet' (my entry for the PC 4k intro competition @Revision 2012). Just wanted to test the automatic 3D up-conversion (stereo conversion) feature from Youtube. I guess they use some kind of “depth from motion” method to extract the depth-map, so I tried to help the alogrithm a little bit and removed the tv-scanlines and noise post-effect to get better correspondence between the matched image regions in successive frames. The result is quite amazing and comes really close to the real 3D rendering of ‘Hartverdrahtet’.

Just uploaded a 3D rendered (side-by-side 1080p half-res) capture of ‘Hartverdrahtet' (my entry for the PC 4k intro competition @Revision 2012) to Youtube.

I’m currently fiddling around with stereo rendering in OpenGL, and ‘Hartverdrahtet' was sort of a 'low hanging fruit' regarding stereoscopy, as it had no complex post-postprocessing or other deferred hacks which could be problematic in true 3D.

To get a more ‘stable’ 3D effect I removed the tv-scanlines and noise post-processing effects from the original release. The rendering is far from optimal, as I didn’t compensate for the non-corresponding image parts on the left- and right-border. Also the crepuscular rays are still a 2D post-processing effect (fortunately work quite well in 3d). To make things worse I haven’t even cared about depth budget management at all :) Anyway, enjoy!

Awesome! Just as last year @twbompo ported my PC 4k entry for Revision 2012 &#8216;Hartverdrahtet' to WebGL (using libgdx). Nice Job! The port is available here. It&#8217;s always encouraging to see that it actually pays off opensourcing ur stuff :)

Awesome! Just as last year @twbompo ported my PC 4k entry for Revision 2012 ‘Hartverdrahtet' to WebGL (using libgdx). Nice Job! The port is available here. It’s always encouraging to see that it actually pays off opensourcing ur stuff :)

As the fragment main and post-processing shaders of my Revision 2012 PC 4k entry port were processed or better “obfusicated” with the shader minifier tool to meet the size restriction of <=4096 bytes, it became nearly impossible to understand or make any sense of the GLSL code. So here is the “unminified” version with additional comments I used during development (as good as it gets): main.fs post.fs

As promised before, here’s the direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2012. Sure it got a little bigger while porting but the shader and control code remained more or less untouched. 

The intro renders a fullscreen billboard using a single fragment shader. The shader basically encapsulates a sphere-tracing based raymarcher for a single fractal formula with camera handling. Additionally a second post-processing shader is applied to the render output from the raymarching shader. Post effects are god-rays, tv-lines and noise to make the overall look more interesting and less ‘sterile’. The different intro parts are all parameter and camera position variations of the same fractal. Anyway, code as always on Github: GL3_Hartverdrahtet_Port.java and the corresponding main+postprocessing shaders: main.fs post.fs

Back from Revision 2012 :) It was a blast to say the least. I&#8217;ve met so many interesting people from all over Europe, I&#8217;m still flashed by all those overwhelming impressions. Definitly coming back there next year. As on last years Revision I had again prepared an entry for the PC 4k (executable size has to be &lt;=4096 bytes) called "Hartverdrahtet". Nearly took me two month to prepare. Technically speaking it&#8217;s more or less an enhanced version of what I&#8217;ve already done last year, but this time the shader does not only use up every ALU peformance ur GPU has to offer but also goes quite heavy on the texture units to render some nice post-effects (e.g. god-rays). I guess the crowd really liked what I did in 4k, so I eventually placed 1st (take a look at the voting slices). Placing first also got me a little bit attention press wise, thus heise.de and 4players.de mentioned the production (sorry, german only). My buddy tokra with whom I was awarded the "Newcomer Award" last year, also released stg for the VIC20 called "VIC can again" (a new interlaced graphics mode). After Revision I took the liberty of doing some chillout for a couple of days, but stay tuned as I&#8217;m currently working on a JOGL port of "Hartverdrahtet" &#8230;

Back from Revision 2012 :) It was a blast to say the least. I’ve met so many interesting people from all over Europe, I’m still flashed by all those overwhelming impressions. Definitly coming back there next year. As on last years Revision I had again prepared an entry for the PC 4k (executable size has to be <=4096 bytes) called "Hartverdrahtet". Nearly took me two month to prepare. Technically speaking it’s more or less an enhanced version of what I’ve already done last year, but this time the shader does not only use up every ALU peformance ur GPU has to offer but also goes quite heavy on the texture units to render some nice post-effects (e.g. god-rays). I guess the crowd really liked what I did in 4k, so I eventually placed 1st (take a look at the voting slices). Placing first also got me a little bit attention press wise, thus heise.de and 4players.de mentioned the production (sorry, german only). My buddy tokra with whom I was awarded the "Newcomer Award" last year, also released stg for the VIC20 called "VIC can again" (a new interlaced graphics mode). After Revision I took the liberty of doing some chillout for a couple of days, but stay tuned as I’m currently working on a JOGL port of "Hartverdrahtet"

NIGHTNIGHT by DEDDY