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 […]
Textures of natural surface like ice or lava in bmp format, 128x128. They don't contain realistic elements and have been designed for platform3d or arcade with essential graphics. ©2008 Gianpaolo Ingegneri
Texture of terrains and rocks in BMP format, 128x128. They don't contain realistic elements and have been designed for platform3d or arcade with essential graphics. ©2008 Gianpaolo Ingegneri
Texture of floors in BMP format, 128x128. They don't contain realistic elements and have been designed for platform3d or arcade with essential graphics. ©2008 Gianpaolo Ingegneri
Texture of bricks in BMP format, 128x128. They don't contain realistic elements and have been designed for platform3d or arcade with essential graphics. ©2008 Gianpaolo Ingegneri
Here we have another nice collection of textures (always of my own creation) that you can safely use in your web production, software, and so on. If you intend to use my work you could write me an email and let me know or replicate this same post or quote me in what you have […]
For the delight of many graphicians and web masters I've released my old (and unpublished) utility for generating procedural animated textures which can loop in all directions and also in a time period without causing side effects or shots. The program is in a very early beta version and it can support only perlin noise […]
Rilasciato finalmente in versione completa questo clone di Pang che ho programmato qualche tempo fa. Potrete usufruire di 50 stages distribuiti in 5 livelli di gioco con ambientazioni a tema e musiche suggestive create appositamente per immergere il giocatore nel clima del livello senza degenerare nel fastidio della ripetitività. Il concept, la grafica e la musica sono totalmente originali e […]
You can see these images in 3D using the crossed eye technique. I suggest you to try first the image with the castle tha is the best one in particular if you are trying to learn the right way to focus the depth information with your eyes.
I added some textures made by me some years ago. To create them I have used my old software for creating procedural textures that was called Virtual Surface. I never completed it in the past for lack of time and interest. Perhaps this project will be reborn in the future with a totally new concept […]