A* pathfinding applied to roto poly edges

As I mentioned in my earlier posts about anti-aliasing, I'm currently working on a Nuke rotoscoping plugin. The default Nuke rotoscoping plugin is really an artist's drawing tool. You can define polys or paint on the image to create a roto matte. If you need a more precise edge, you'd…

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Procedural Architecture

I thought it'd be interesting to go back and review a bit of work I did for fun a few years ago. I'd been reading Shamus Young's excellent series of articles about building a procedural city. It fascinated me and I set out to make my own, but with a…

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Full body tracking in a virtual world

My Perception Neuron mocap system finally arrived last week. I ordered it after Siggraph 2014 last year. It's been a bit delayed, and it looks like the final price has increased dramatically since its Kickstarter (what I paid $340 for looks like it now costs over $1200 on their web…

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Performance Analysis and Optimization of A-Buffer Antialiasing

It's performance analysis and optimization time! Truthfully, this is one of my favorite parts of any project. Most of the time it ends up being a very rewarding experience. Although ironically it's rewarding inversely to how clever you were when you originally wrote your code. If the code is already…

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Anti-aliasing Polygon Edges for Scanline Rendering

Anti-aliasing is something many of us take for granted these days. Certainly in the realtime world there are a number of well-known techniques using clever manipulation of graphics hardware (MSAA, FXAA, TXAA) each with variations in quality (2x, 4x, 8x, 16x) with associated higher GPU processing costs. But outside of…

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Procedural City Generation

I was originally inspired to look into procedural city generation after reading Shamus Young’s article about creating a simple night-time procedural city using no geometry or texture assets (only code). I made my own version, but I wasn’t happy with a simple grid layout for the city and…

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