Radial blur in AGAL Published May 12, 2012 Uncategorized 2 Comments Tags: flash, wonderfl Because blog posts do not write themselves :) Once upon a time someone posted this demo called “zoom blur” to wonderfl that did radial blur by averaging discrete number of samples along radius vector. This approach causes noticeable ghosting with small number of samples. At the time I had no idea how to impro
Meet qtrack Published December 29, 2010 3D 11 Comments Tags: 3D, alternativa3d, augmented reality, away3d, FLARToolKit, flash, qtrack It stands for “quadrilateral tracker”, little pet project I have been sporadically working on since october. I should have given it more love, but I didn’t want this post to drag into next year, so here goes “version 0.9”: After December 7th, qtrack is the only free
CSI zoom to my house Published April 6, 2010 Uncategorized 12 Comments Tags: flash, fractals, geometry, pixel bender, wonderfl Some days ago I was thinking how to make deep Mandelbrot zoom to run in real time. We already have shallow low-res zooms running in real time, but deep zooms require more and more iterations per pixel, so unfortunately our only way to work around this seems to be to precom
On March 14, in his “Clock Quiz” post, Zevan Rosser wrote: Create some kind of clock with as little code as possible. In my response I posted standard three handed clock in 20 lines, which I thought was quite short code. Well, not quite. Six guys at wonderfl took Zevan’s call very seriously and made a dozen of forks over last week, squeezing my code character by character down to only 137 characte
Suppose you want to do 360 panorama demo using equirectangular texture. Easy way would be to use sphere mesh, with enough triangles distortions are invisible, and the client is happy. The few of us, who are dealing with “make me another matterport” bullshit, are not so lucky – we have to project images onto complex meshes and, therefore, write the shaders. Continue reading ‘Sampling equirectangula
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