Category: Rendering
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Upscaling Myst III
I have already described at length how much the Myst video games are important to me. The first game I bought in the series, at random in a store, was Myst III. It managed to capture my imagination as soon as I pored over the box and the fascinating…
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3D rendering on the Vectrex
For a few years now, I've maintained a side project called Here be Dragons, where I attempt to display a given 3D scene in real-time on as many platforms as possible. This has been a funny way to experiment and discover various rendering…
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Coming back to Uru, part 4
Last week, I mentioned some improvements that could be brought to my Uru/Myst V assets viewer. I'm glad to say that I've implemented most of them! I think that this project is now mature enough to be usable. Even if the recent re-release of…
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Coming back to Uru, part 3
Six months ago, I decided to implement an asset viewer for Uru, a game in the Myst series. The goal was to be able to load and visualize levels from the game in real-time, with a rendering as close to the in-game appearance as possible. Last time,…
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Coming back to Uru, part 2
Last week, I decided to implement a 3D viewer for Uru, a game in the Myst series. The goal is to load and visualize assets from the game: images, objects,... I have succeeded into loading meshes and textures from the.prp assets files to RAM and then…
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Coming back to Uru
I have been a long-time fan of the Myst game series. Their fascinating worlds and convoluted lore has always captured my imagination. Most of the games of the series were 360° panoramic point-&-click, but two of them, Uru and Myst V, made the…
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Writing a small software renderer
In computer graphics there exist many rendering algorithms, i.e. methods to display a virtual scene onto a screen, with various approaches and refinements. But only two main classes of those are currently used at a large scale. After starting to…
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MIDI visualization, a case study
Recently, inspired by my partner starting to practice piano again and showing me this video, I challenged myself to build a small MIDI visualizer. I wanted to be able to display a MIDI track as an animated score, with moving notes, similar to the…
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Implementing FXAA
When rendering 3D scenes on a computer screen, aliasing can occur. As each pixel can only belong to the specific object covering its area of the screen, and receives a unique color from it, jagged and saw-toothed effects can appear at the edges of…
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Lantern, part 4
During the winter break and in the last few weeks, I've had a bit of time to continue working on the Lantern. The project is by no way finished, but I have designed almost all the lantern parts (basis, columns, and some of the tops). Each…
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Lantern, part 3
After a few silent weeks, some news about my Lantern project! I spent some time polishing the 3.4 Aquarii update, but also had the time to add many features to this project. Many general improvements have been made, and things like sounds, effects…
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A few SCNTechnique examples
Introduction SCNTechnique is an interesting class of the SceneKit library that allows a developer to easily setup a multiple-passes rendering, without having to implement her own framebuffer management code. A technique is assigned to a SCNRenderer…
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Lantern, part 2
This week, I worked on lighting and improving general quality. Lighting Lighting is an important part of creating the mood of the scene. I needed to recreate the warm moving light of a lantern's flame at night. Lights After much…
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Lantern : a devlog
With this article, I'm going to start a new adventure! I want to begin a new personal project revolving around SceneKit (3D scenes on iOS), Blender and visual effects. The initial idea is to create a small realtime-3D scene with a carefully…