Haumea by Loonies [web] & TBC & Excess [web]
H a u m e a a 4k intro for Function 2008 in Budapest, Hungary by Loonies, TBC and Excess Credits Blueberry: Idea, effect code, tool Kusma: Modelling, design Mentor: Marching tetrahedra, synth Puryx: Music Requirements - A Windows PC with a fast Shader Model 3.0 capable graphics card - DirectX 9 end-user runtime from August 2008 or newer (d3dx9_39.dll) There seems to be some problems with Radeon X1000 series cards. We will have a look at this when we get the chance. Some words about the code The objects are constructed by applying a marching tetrahedra algorithm to volumetric data produced by a texture shader. The shadows are formed using omnidirectional (cube texture) shadow maps. The volumetric light is rendred by tracing rays from the camera to the surface through these shadow maps, accumulating light intensities along the way. The noisy look of the rendering comes partly from position dithering in the tracing of the volumetric light, partly from jittering of the shadow map sampling on the object surfaces to reduce shadow mapping artifacts (more or less successfully). All animation and timeflow of the intro is constructed using a variant of the same intro tool we used for Candystall and Atrium.
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