Following on his previous talks on data visualization and programming interfaces, Bret Victor presents the idea of what he calls a “seeing space”, meant to improve understanding of problems in the context of collaborative engineering.
Here are a couple of links on how to render light scattering effect (aka. volumetric shadows):
- GPU Gems 3, chapter 13: Volumetric Light Scattering as a Post-Process
- SIGGRAPH 2010 paper: Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
- Intel article: IVB Atmospheric Light Scattering
- Unity plugin implementing above Intel article: Light shafts Unity plugin
- Slides: Volumetric Lighting for Many Lights in Lords of the Fallen
More recently, Tom Forsyth gave a talk at GDC 2014 where he gave some guidelines on what to do, what not to do, and what they haven’t figured yet about making VR experiences. The talk is available in the GDC Vault: Developing VR Experiences with the Oculus Rift.
Michael Abrash of Valve gave a talk about the near future of VR: What VR could, should and almost certainly will be within two years. Much of it deals with the notion of “presence”, the sensation of actually being in the virtual world, and what makes or breaks it.
I’m a bit late to the party, noticing that Mikko Kallinen, co-founder of Praxis, wrote a series of articles presenting an overview of the tech involved in the rendering engine he’s writing.
The results are visually impressive, so it’s very unfortunate he doesn’t give more details. This video in particular, showcasing real-time atmospheric effects is outstanding.
In a much less detailed way than the cinematography analysis I previously mentioned, yet still very interesting, the film-making site Mentorless covers the visual composition used in the independent film Primer. The article, The Art of Framing Primer, outlines in particular how simple techniques allowed to make up for the extremely low budget (the film was completed for $7000).
Revision is a big demoparty held each year at Easter, in Saarbrücken, Germany. Whenever possible, it is a custom in the demoscene to release a production dedicated to officially announce upcoming parties: an invitation.
Last weekend at the Ultimate Meeting, the invitation to Revision 2014 was presented. The quality of invitations can vary wildly, from rushed and uninspired to works of art (Kings of the playground or You Should are two examples that come to mind); this new invitation is rather on the higher end of the spectrum. Aiming for epic feeling, and nailing it, it imagines a time when the mostly unheard off sub culture has become a dominant one and the reason for a major Super Bowl like event in a Tron like set.
Enjoy it and its dry wit jokes. :)
On his blog, director Ron Doucet presents a thorough analysis of the visual constructions in the Pixar animation film, The Incredibles. The articles include breakdowns of complete scenes in term of visual components. It is a great read on how the picture can be designed to support the storytelling.
- The Cinematography of “The Incredibles” Part 1
- The Cinematography of “The Incredibles” Part 2
- The Cinematography of “The Incredibles” Part 3