You are not logged in.
Pages: 1
I seem to remember luca saying his birthday was around this time.. I think I may have missed it though.
Anyway, Happy Birthday Luca, whenever it was
Offline
it was on the 15th thanks anyways ^^
im now 17
The Beginning Of All Things To End.
The End Of All Things To Come.
Offline
Ides of March
igloo myrtilles fourmis
Offline
Happy Birthday, luca! What is your current project?
"The physicists defer only to mathematicians, and the mathematicians defer only to God ..." - Leon M. Lederman
Offline
I've been working on too many things over the last few months to write them all down.
I built a new ray tracer a little while back. had full CSG, multi texturing, multi normal mapping, property mapping for mapping reflectivity etc accross a surface, so you could have a sphere lets say with a square pattern accross of of being totally reflective, and partially reflective. heightmap terrain, refraction. And most importantly, Photon mapping for global illumination.
showing property mapping : http://www.ngup.net/view?file=samp11.jpg - the pattern on inner cube
showing heightmap terrain and also some CSG, normal mapping, reflections : http://www.ngup.net/view?file=terr3.jpg - notice the torus that has been cut from the terrain lol.
fun with CSG : http://www.ngup.net/view?file=csg6.jpg : torus intersected with a cylinder and double cone
first lighting : http://www.ngup.net/view?file=lig2.jpg : 4 spot lights, specular highlights, reflections, refractions
photon mapping : http://www.ngup.net/view?file=5730820_phot8.jpg : a small spherical light in centre. the box is partially refractive, the sphere partially reflective, normal mapping : note indirect lighting obviously, but also colour bleeding.
And then i sort of stopped working on it before adding in proper caustic mapping
------------- AS3 physics engine.
http://www.ngup.net/view?file=9625903_wehey.swf
Not the most stable of things, stopped working on it again : Any convex polygon, circles, fast broadphase collision detection. The terrain is built using another utility i made that from the stage, you can draw an outline of the terrain, and then using the utility, at runtime have it traced around, and converted into a set of a convex polygons that will work with the engine.
------------- Fluid Dynamics
First attempt with fluid dynamics, 200x200 grid being used for the simulation - (the left and right side are same simulation rendered seperately) Left side in red is the fluid itself as a vector field. The right side is rendering a density moving in the fluid. - there are 9 sources of density and force acting on the fluid around the edges of the grid that you can guess where they are
http://www.ngup.net/view?file=img1.jpg
http://www.ngup.net/view?file=img2.jpg Here, rendering size is doubled, and a new rendering on right shows the path of particles in the fluid. In this one the mouse is acting a sink hole, sucking things towards and around it.
Last edited by luca-deltodesco (2008-03-21 21:59:38)
The Beginning Of All Things To End.
The End Of All Things To Come.
Offline
Pages: 1