Wednesday, October 24, 2007



Simple experiment: distort the image, tile, then undistort -- the result is an undistorted image with distorted tile geometry. Promising beginning, but to get quality images will take some extra care.

Monday, October 22, 2007

Photo Sharing and Video Hosting at Photobucket

Quite addictive, this tiling thing. Click on the pics for larger versions....

Sunday, October 21, 2007

Photo Sharing and Video Hosting at Photobucket
Photo Sharing and Video Hosting at Photobucket

Revisiting my preoccupation with tiling. Click on the pics for larger versions.

Tuesday, October 16, 2007

Photo Sharing and Video Hosting at Photobucket

Photo Sharing and Video Hosting at Photobucket

I was calling the last effect an "interactive funhouse mirror", which evokes for me genteel, olde-time associations of county fairs and boardwalks. Until you lip-synch a Henry Rollins song up close to the camera, that is....

I had this idea a long time ago, finally got around to implementing it this weekend. The concept is... well, it doesn't really matter, you'll figure it out. A kind of interactive fun-house mirror, I guess.

I'm starting to acquire a critical mass of code and techniques so that I can implement these things very quickly. I wrote the code in one weekend and still had time to mow the lawn and go grocery shopping.

Higher quality video here. For some reason, quicktime hung while trying to encode this, so the best I could do was a bloated cinepak avi.

P.S. If you liked this, you will probably like this, this and this.

Monday, October 08, 2007



A 2d wave simulation rendered as a height field, using the simple adaptive tiling scheme from the last video. Rendered in POV-RAY, a nice, free ray-tracer. Superb support for implicit surfaces. Indeed, implicits are POV-RAY's killer-app, I think.

I made a brief video of the wave action.

Wednesday, October 03, 2007


Some stills from the video.

Tuesday, October 02, 2007


I have a lot of ideas for adaptive tilings of images. By adaptive, I mean that the image is tiled more finely in regions of high detail. Easiest to do is rectilinear tiling as in this sample, but I'm working on a nice, organic adaptive tiling algorithm.

For them as wants a quicktime of the above, it is here.

Monday, October 01, 2007


The force-field streamlines lines plug-in that I disinterred from my vfx wannabe days inspired me to reprocess the fluid sim video with the velocity streamlines drawn in. I really like the result, and it suggests to me a host of variants. For instance, I would like to trace them very densely, or perhaps visualize the velocity magnitude as a heightfield with lighting effects.

I was surprised at the way the streamline lines squiggle furiously sometimes. And while it's evident that they are responding to my movements, they also seem to be weirdly autonomous.

I kept the number of streamline sparse in this one, since when I added more, the quicktime encoder produced absolutely dreadful results -- muddy, artifact-riddled, barely legible. The youtube version is actually only marginally less ghastly. I will post a decent quicktime later.

[Later]There are a couple quicktimes of the effect here.



Exploring ideas for a sound-reactive piece. Been focussing on physics-based ideas, including fluid simulation, rigid-body physics, mass-and-spring systems, and implicit surfaces. Eventual renderings are planned to be very stylized. I like the idea of organic, physics-based underpinnings married to a highly stylized rendering. I was prompted to dig up some Maya plug-ins I wrote a few years ago. The screen shot above is from a plugin that traces streamlines through a Maya force field. Technically interesting in that it requires a cycle in the dependency graph. Couple more samples here and here.