The Real Time Live! program looks very nice too, and it is good to see at least two demoscene related works will be presented there (the community GLSL tool ShaderToy by Beautypi, and some experiment by Still with a LEAP Motion controller on their production, Square).
Lastly, we had some awesome news yesterday, when we were told our last released demoscene production, F – Felix’s workshop, has been selected to be shown as part of the Real-Time Live! demoscene reel event.
Released last year at Revision and ranking 2nd in its category, Felix’s workshop is a 64k intro: a real-time animation fitting entirely (music, meshes, textures…) within a 64kB binary file meant to run on a consumer level PC with a vanilla Windows and up to date drivers.
Color Scheme Designer is a tool I have been for a while now, but more recently I discovered Color Sphere. Both are very helpful when it comes to choosing an harmonious set of colors. Color Scheme Designer gives much more control over colors repartition and has more export options, while Color Sphere has more rules and a simpler interface. Both allow to test the color set against various kinds of color blindness.
Quaternion are a very useful tool in 3D, but also one that is unintuitive and difficult to get a natural feeling about. The talk Jim Van Verth, of EssentialMath, gave earlier at GDC2013 explains some facts about quaternions and how they work, by looking back at their discovery: Understand Quaternions.
This is the third day at Revision, and my contribution this year is the talk I gave yesterday. Unlike last year, this seminar is not technical at all but focused on the design aspect and, to some extent, how it relates to the technical one. The context is demomaking, but many ideas are still valid in other media.
There were some issues with the recording unfortunately, which means some elements are missing (you will notice some blanks at the beginning). In particular after 5mn, there is an important point which was completely cut out. The text was:
Throwing a new technique at whatever you’re doing is not going to make it any better. It’s only going to change what you can achieve. There are two sides of image creation: the technical one and the artistic one. Different techniques allow to do different things, and the more techniques you master, the better you understand what you can and cannot do with them, and how to do it. Technique becomes a tool that changes how you can express yourself.
The quality is incredible, the gap from photo realism is getting very narrow, and some expressions are really convincing. The transitions and frozen expressions feel weird though, so I am wondering how it would look running freely for a moment, with all the rapid subtle moves we show even when staying idle. The avatar as a mean of communication is certainly very appealing. It would be interesting to see if when facing this rendering, we would react to the expressions displayed.