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!…

(fake) 2D parallax mapping… will burn your cpu

When Alternativa3D showed some demos with their parallax mapping, I always thought it’d be interesting to try it myself without having to resort to PixelBender. Well, I did, and I wasn’t happy how some things turned out. There was no overlap of objects, and sharp edges would come out looking odd or distorted. Then, taking…

Water ripples revisited (AS3-only version)

I’ve been thinking of changing my previous Pixel Bender water filter to an AS3-only version for some time (since FP10 is still in beta), but never got around to it. Until trusty old Nascom told me we might perhaps use it in a project. So here it is, added to the NascomASLib and ready for…