Archive for the 'graphics' Category

Rendering One Frame

Thursday, October 26th, 2017

I keep finding blog posts of people analyzing how different engines manage to render one single frame. So I decided to put them together here:

GTAV
DOOM 2016
Unreal Engine 4
GODOT engine
Unity

BWR2015: A sea in WebGL

Wednesday, October 7th, 2015

I’ve collaborated with the Barcelona World Race event several times in the past. Last year they approached me because they wanted to have a new 3D renderer for the web to enhance their online game (which I coded 5 years ago). I forgot to create a propper entry in my blog so here it is. You can play with the demo.

BWR_weather

Click in the image to see it in action, and if you want to know more about the development, read the rest of the entry.
(more…)

Deus Ex: Human Revolution – Graphics Study

Wednesday, March 11th, 2015

Today I stumbled uppon this great post from Adrian Courrèges where he explains in detail all the steps in rendering one single frame in Deux Ex: Human Revolution, very informative with progress images.

From Minecraft to Cinema4D

Monday, December 1st, 2014

MINECRAFT_POSTER

This week I’ve been playing with High quality renders of my Minecraft server using Cinema4D.

(more…)

Githubing all day long

Thursday, November 13th, 2014

Lately I’ve been cleaning up some old projects that had lot of potential but I never had time to share appropiately to the community.

The first one is called Rendeer.js, it is my own 3D graphics engine for the web. It uses WebGL through my own low-level library litegl.js and it is meant to be easy to use and very dynamic. Right now I’ve been using it for the 3D game of the Barcelona World Race and I’m very happy with the results. Here is one screenshot:

Barcelona World Race 2015

Another interesting project I uploaded was Collada.js, a Collada format parser that can work inside a webworker. It can extract meshes, skinning, animation and scene info.

I also have been improving a lot my old libraries like litegl.js (my low-level wrapper of WebGL which makes working with WebGL very easy), litescene.js (my not so easy 3D Graphics engine meant to be used with my own editor) and litegraph.js (my visual programming system), all of them are becoming very mature and ready for production. And I want to finish documenting litegui.js

Canvas2DtoWebGL

Friday, September 26th, 2014

Sometimes working with WebGL I miss having the freedom to use regular Canvas2D calls, the only solution in most cases is to create a secondary Canvas and upload it to the GPU in every frame, something that could be costly when the viewport is very big. For those situations I have created a library that adds most of the Canvas2D functions to a WebGL context, even some that where a little bit tricky to emulate (lineWidth…).

The performance is more or less the same as using the regular Canvas, the quality though is a little bit worse, but it opens the door to combine some of my existing libraries with WebGL capabilities.

Check it out in github

#MHD2014

Wednesday, June 18th, 2014

This year for the Music Hack Day I wanted to do some visualization using WebGL. Some of my friends were doing a hack using a Maschine from Native Instruments so I decided to get the Midi messages (using the Web MIDI API) and visualize them somehow. This is the video of the presentation.

You can try the visualization here but without a MIDI keyboard sending events is quite boring.

Conway Stamps Collection

Sunday, June 8th, 2014

The other day I wanted to clean a little bit the code of my Conway Game of Life GPU web app, and meanwhile add some features. While searching for better demo patterns I discovered this great collection with all the known oscillators and their period, it is made by Dean Hickerson. It is cool that changing the number of steps you can verify that the period is right. Some patterns are very interesting, others are just combinations of other patterns.

conway

 

Things I hate about WebGL

Tuesday, May 13th, 2014

Inspired by this post from Rich Geldreich, and after coding in WebGL for more than two years, I want to make a list of all the things I hate about WebGL graphics programming. Which doesnt mean I dont like WebGL, just that there are many fields to improve that should be addressed.

(more…)

My first 3D animated short

Thursday, April 10th, 2014

Sometimes when I get tired of coding I like to change hats and do something more artistically.

Last christmas I was approached by Anna Duriez from welovestudio.com to help her to do a video for the town of Saint Malo to greet the new year.

The idea was to do a short animated video that shows a little bit the key elements of the city in a ‘christmasy’ background, but we couldnt use snow or other cliche components because Saint Malo is a coast city, so we decided to play with other elements.

Saint Malo 2014 from Javi Tamat on Vimeo.

If you want to know more about the creative process keep reading.

(more…)