Tag: How-To and Software

We have just had our paper on real-time subsurface scattering accepted for High-Performance Graphics 2011. The conference takes place August 5-7 in Vancouver. Here you can find a preprint of the paper which is titled SSLPV: Subsurface Light Propagation Volumes. Also we have provided a small demo along with the GLSL shader code.

About a month ago we wrote about our shader-based heat shimmer effect. Another effect we developed for the Danfoss-experience project is illustrated in the video below. It tries to reproduce the effect of a window or mirror steaming up entirely as a shader. Our method uses a gradient image $$G$$ which dictates the overall “growth” of the steam. A variable $$t$$ is animated over time from 0 to 2 and the amount of steam $$s$$ for a given position $$mathbf{x}$$…

Our first Unity extension – Particle Director – just went live on the Unity Asset Store today. It is a tool for specifying custom particle velocities for particle systems. With it you are able to specify motion of the particles by placing control vectors, solids, sources, sinks, etc. Check it out here.

We have been working on a customizable, artist-friendly way of specifying particle velocities for particle systems in Unity. The built-in particle system animator only allows for a very limited range of motions, and it would be really hard to make the particles flow around obstacles or create vortices. But before we dive into the details of our custom particle editor, why don’t you have a look at the result in the demo below? (We also demonstrate a Unity implementation of…

As part of the Danfoss-experience project we have been working for the last couple of months on many interesting effects for illustrating the application of Danfoss products digitally. One of the more successful effects that we have produced is a heat shimmer effect made entirely as a shader. To make this effect work we have applied an interesting texture advection shader technique used by Valve for water flow in Left for Dead 2. A presentation of the technique and its…

In the following I will present a method for deforming three dimensional geometry using a technique relying on radial basis functions (RBFs). These are mathematical functions that take a real number as input argument and return a real number. RBFs can be used for creating a smooth interpolation between values known only at a discrete set of positions. The term radial is used because the input argument given is typically computed as the distance between a fixed position in 3D space and another position at which we would like to evaluate a certain quantity…