Another Take on Skin Rendering

It’s been a while since I’ve made a blog post about something I’ve played around with just for the heck of it.  With Away3D 4.1 Alpha pushed out yesterday, I decided to spend the day revisiting an old friend: skin rendering. Remember the blog post of skin rendering when Away3D 4 was still codenamed Broomstick…

Multi-pass Rendering and Cascaded Shadow Mapping

If you’ve been paying attention to the Away3D blog, you probably already know that the 4.1 alpha has been released today, which has been my main fixation since September (when I wasn’t getting radiation poisoning). As mentioned in the release post, one of the new features is “multipass shading”. If you’re not into 3D rendering programming,…

Convolution Light Probes in Away3D 4.0

As mentioned in the previous blog post, the dev branch of Away3D 4.0 now has light probes. Light probes are essentially a special sort of light source that contain global lighting info for the scene location they’re placed at, encoded as cube maps. For diffuse lighting, these cube maps are simply indexed by the surface…

Hacking the Lite pt.2: Fake Shadow Mapping

Since I’ve been working on Away3D 4.0 (Broomstick) for the past few months, it was pretty hard to find the energy to keep this blog up to date, and the promised part 2 of Hacking the Lite kept getting delayed. And delayed. And then delayed some more. Having access to the GPU also caused some…