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Thursday 12 November 2009

Camera Tracking

For the Camera Tracking assignment of the Digital Arts and Entertainment Video Production classes.


"Camera Tracking" done with MatchMover and 3ds Max (Camera Tracking, Animation)

Tuesday 10 November 2009

Particle Playground

Particle Playground created with 3ds Max 2010 for the Digital Arts and Entertainment 3D5 particles assignment.


"Particle Playground" made with 3ds Max (3D Particle Effects)

Sunday 25 October 2009

SSE2 memcpy

SSE2 provides functionality for performing faster on aligned memory. By copying the first and last bytes of an unaligned memory destination using the conventional unaligned functionality, and copying everything in between as aligned, it is possible to make use of this performance improvement on large unaligned memory blocks as well.

In this graph the green lines are the conventional memcpy available in Microsoft Visual Studio 2008, the red lines are the SSE memcpy function available in Nevrax NeL, and the blue lines are the custom SSE2 function. The bright colored lines are the performance on alinged memory blocks, while the dark colored lines are tested on differently unaligned blocks of memory. Horizontally the copy function is tested on different sizes of memory, on the vertical axis the copy speed is displayed in MB/s.

As you can see, NeL's SSE memcpy performs very well on aligned memory, but gives horrible performance on unaligned memory, as it does not take the aligning of the memory blocks into account. The builtin memcpy function is fastest of all at copying blocks below 128 bytes, but also reaches it's speed limit there. The SSE2 memcpy takes larger sizes to get to it's maximum performance, but peaks above NeL's aligned SSE memcpy even for unaligned memory blocks.

Code is available below, ask before using. SSE2 memcpy

Continue reading...

Wednesday 14 October 2009

Camera Tracking Test

First test of camera tracking as part of a Digital Arts and Entertainment Video Production assignment. Tracking was done with Autodesk MatchMover. The box and cylinder wires are just for show and have no real use whatsoever except for testing stuff.


"Camera Tracking Test" tracked in MatchMover (3D Camera Tracking)

Thursday 9 July 2009

Back from Cairo

Balanced Screenshot IIIBack from the Microsoft Imagine Cup 2009 in Cairo. Our team, Runtime Error, reached the top 6 of the Game Development category with Balanced. We had lots of people coming to our booth there, and they all liked our game. Some people found it a bit too complex, though, I'll have to blame the Xbox 360 Gamepad for that. Here's a set of pictures for you!
IC 2009 HotelBalanced Screenshot IIC 2009 Closing CeremonyIC 2009 Playing Balanced

Monday 4 May 2009

Toren

TorenJust some tower I sketched while taking a walk outside.

Saturday 25 April 2009

Balanced - Sneak Preview

Currently working on this here with a small team.

Sneak Preview

STB1 Animated Storyboard - Layers

Some full page collapsed layers from a storyboarding assignment, December 2008.

Ondergrondse Bar BinnenVerborgen LaboratoriumArtificieel Leven ExperimentHete KoffieSurprise

Snowballs - April 2009. Status

As you might have noticed, I haven't posted any follow ups on my first blog post on Snowballs yet. I had some ideas planned to talk about, but there's been other work like the NeLSound engine that had higher priority. Since Snowballs doesn't have sound yet, you can see this as work on Snowballs as well, if you wish so. I have also been working on getting the content pipeline up and running. About half of the old broken script mess have been converted to python scripts right now, so it's possible here to pull a whole new landscape trough the content pipeline. There's some stuff outside NeL that I'm working on, as well, which takes up quite a bit of time as well. But more importantly, there's this game I'm *cough*secretly*cough* working on, which I'm using NeL for. This has been producing some pretty nice code that might sometime be modified for use in Snowballs. It's got some useful stuff in there like a login screen that uses CEGUI, with a bunch of changes to the login server to get some more information on the shards in the window.

Sound Synthesis

Last week I've been playing around a bit with sound synthesis, as I was interesting in seeing (or rather hearing) what it takes to get a decently human voice sound from scratch. Given the horribly low amount of documentation you can find on sound (compared to graphics), of course, it was mostly a matter of trial and error, but truly an amazing learning experience. Working purely from code, building up all the harmonics waves manually, was a nice addition to the challenge as well.

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