Earlier this week I stumbled upon #000000book.com a site created as an open database of GML files. GML is a new XML format used to describe graffiti tags. This is my first experiment in stylized rendering of graffiti in 3D.
For a while now I’ve been wanting to experiment with volumetric lighting techniques in Papervision and the other day I came across a post processing technique that gives great results for very modest overhead.
With my 11bit depth buffer technique in PV3D the primary goal was enabling post processing effects that are only achievable with a depth buffer however at the back of my mind I wondered if depth testing was in some way feasible.
Fluid dynamics is the study of fluids in motion. Simulating the interactions of gas and liquid in motion is a highly processor intensive task but the results can be well worth it. This is my first attempt at a fluid dynamics smoke/cloud experiment in Flash.
Using the same Pixel Bender kernel as my previous depth of field experiment it is possible to achieve depth based fog. Source code for this example included!
The biggest issue with my past DOF experiments was the lack of depth buffer precision. With my latest PV3D depth buffer implementation providing 11bit precision at the pixel level the past DOF limitations are no longer an issue.
Screen Space Ambient Occlusion is a post processing technique for approximating the shading achieved by ambient occlusion. In this example I implement SSAO for Papervision using a custom depth buffer material and Pixel Bender.
An early preview of my Screen Space Ambient Occlusion implementation in Papervision. Utilizing an 11bit depth buffer and Pixel Bender kernel.
Before the advent of per pixel shaders, developers were creating faux-3D textures for things such as grass and fur by giving the target object several layers. If the layers are close enough together and the object is far enough away from the camera a texel will have the illusion of being a 3D strand.
One of my favorite post processing graphical effects in modern gaming is the bloom filter. This is the appearance of light spilling into darker areas producing a glow around bright objects such as a window in a dark room looking out on a bright landscape. With some BitmapData trickery this effect is possible in Flash!