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Published on Jan 6, 2012
This is a demo project I started in 2007, that I never found time and inspiration for. Music was done by Khrome, and the point was to do realtime occlusion based on distance fields. It worked very well. The cubes were tesselated based on distance to the camera (in the CPU) and ambient occlusion was computed per vertex, in the CPU, in a multithreaded fashion. Because the bottleneck was in the CPU and the rendering was quite simple in fact, I could afford rendering up to 16 subframes per frame, giving me a pretty decent motion blur and antialiasing.
The visuals and rhythm were quite uninspired, though, so I never got to do anything with it but this sketch you see here