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  • BladeRunner 9732 - Preview #4

    6,203 views 3 months ago
    After many optimisation weekends and enhancement night sessions, I finally captured a new preview video of my VR experiment.

    The job is not finished yet but I’m almost ready for a beta release on Oculus & HTC Vive.

    Otherwise I’m still not happy with lighting and this scene still needs some dust, dirt and scratches… I'm working on it.

    Thanks for watching,
    BR9732.com Show less
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    • WebGL FBO Particle System - Duration: 3 minutes, 45 seconds.

      • 2 months ago
      • 584 views
      At last, my native WebGL particles now support (classic) shadow maps and phong lighting is fully integrated with ThreeJS pipeline according a point sprites technique with generated depth. Live demo...
    • BladeRunner 9732 - Preview #4 - Duration: 84 seconds.

      • 3 months ago
      • 6,203 views
      After many optimisation weekends and enhancement night sessions, I finally captured a new preview video of my VR experiment.

      The job is not finished yet but I’m almost ready for a beta release on ...
    • WebGL Body Scan & Particles - Duration: 3 minutes, 53 seconds.

      • 4 months ago
      • 464 views
      Blog post here:
      http://www.cornflex.org/index.php/2016/05/04/webgl-body-s...

      I wrote Particle Systems in many different environments. This time, I port my experiences on a web page thro...
    • Screen Space Fluid 0.2 - Duration: 60 seconds.

      • 11 months ago
      • 701 views
      Adding Blinn phong, Reflection, Refraction and Thickness and transparency.
      Next steps: better GPU physics and foam rendering.
    • Screen Space Fluid 0.1 - Duration: 2 minutes, 47 seconds.

      • 11 months ago
      • 455 views
      Porting Katana Particle System (http://www.cornflex.org/?p=1124) to Unity 5.

      Remind:
      These GPU accelerated particles interact with your Unity colliders, lighting and shadowing, completely transpa...
    • BladeRunner 9732, Preview #3 - Duration: 4 minutes, 30 seconds.

      • 1 year ago
      • 10,277 views
      More info here: http://www.br9732.com

      At last, a 1080p 60fps preview of the experience.
      Lighting is not perfect yet but some models and textures are improved. All the rooms are now completed exce...
    • BladeRunner 9732, Preview #2 - Duration: 6 minutes, 41 seconds.

      • 1 year ago
      • 19,606 views
      Main page for more: http://www.cornflex.org/?page_id=1567

      This preview shows a few environment interactions and a beta lightmapped scene.
      A new video capture is coming, with much better lightmap q...
    • Blade Runner 9732, Preview #1 - Duration: 68 seconds.

      • 1 year ago
      • 3,896 views
      Blade Runner 9732 is a pure movie fan madness.

      It was just a height map test on wall tiles in 3D Studio Max. It quickly turns into a modeling challenge to reproduce all the assets of Deckart's apa...
    • Fluids through Marching Cube algorithm - Duration: 4 minutes, 30 seconds.

      • 2 years ago
      • 2,204 views
      Isosurface dynamic fluids in Unity.

      I managed to create Unity colliders interaction with an isosurface lattice: All the colliders in the scene are sync through a compute buffer and share informat...
    • GPU SkinnedMesh Instancing - Duration: 80 seconds.

      • 2 years ago
      • 2,310 views
      Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBak...
    • DirectX11 ZCam Interaction - Duration: 92 seconds.

      • 2 years ago
      • 324 views
      Some interactive particles with a ZCam depthmap under Unity.
      DirectX11 CS Shader technology.
    • Black Hole 0.1 - Duration: 8 minutes, 1 second.

      • 2 years ago
      • 2,668 views
      I'm still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors. Here you can see how it's running in real-time in Unity. There is a little frame...
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