A* pathfinding applied to roto poly edges As I mentioned in my earlier [http://bucior.com/antialising-polygon-edges-for-scanline-rendering/] posts [http://bucior.com/performance-analysis-of-lookup-tables-vs-calculation-for-a-buffer-coverage/] 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
City Generation 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 [http://www.shamusyoung.com/twentysidedtale/?p=2940] about building a procedural city. It
Full body tracking in a virtual world My Perception Neuron [https://neuronmocap.com/] 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
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
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 [http://en.wikipedia.org/wiki/Multisample_anti-aliasing%5D], FXAA [http://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing], TXAA [http://en.
City Generation 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