Aquarium 3D is a little demo of an engine that I'm developing for my framework. It uses a multithreading system with a thread for the physic engine and a thread that draws the graphics on the screen: the two threads are perfectly synchronized to maintain the best fluidity possible with different framerates. The physic engine […]
In general, interpolation is a method used to construct a range of values from a set of data points. In digital image computing there are several methods of interpolation to improve the aspect of a transformed image but there is a problem: all of them are too slow to work via software in real time. […]
This time it was a little bit harder. As you can see in this video, my engine can generate in real time very complex textures with the maximum detail at the maximum speed possible. Each texture is generated in real time at the frame rate showed on the top-left corner of the window (the "generation" […]
This demo shows a new feature about the texture generation engine implemented in my Unrelated Framework. The normalmap used by bump mapping is calculated on the base of an heightmap generated with two different methods: Low Static Range and High Static Range. The enviroment bump mapping shows the difference in quality between the two ranges. […]
Le tradizionali immagini digitali memorizzano l'informazione sul colore per come esso viene riprodotto sullo schermo, utilizzando massimo 256 valori (8-bit) di luminosità per ciascun canale. Anche se questa tecnica è la più diffusa per la visualizzazione di un'immagine, si rivela un disastro per quanto riguarda le precedenti fasi di acquisizione ed elaborazione digitale. Una giornata soleggiata può avere fino a 100.000 toni di luminosità ed una normale […]
This is a demo about drawing loop textures with a picture tube technique. The blit functions of my engine can write an alpha source image to a destination buffer preserving the alpha channel information. This technique is useful to design alpha textures and to make some background effect as shown in the picture. ©2008 Gianpaolo […]
Finally I've released what I hope will be the first in a long series of demonstrations about the potentiality of my Unrelated Framework. This demo shows some graphic effects to demonstrate the enormous flexibility of the blit engine. Strictly coded via software, it can run on lowend configurations with an excellent frame rate. There is […]