Posted
over 11 years
ago
by
mir
We updated our Mars panorama WebGL tool to include the latest Mars Science Laboratory (MSL) “Curiosity” panoramas. The usual caveat is in place that the display tool will not work for some combinations of browsers and graphics cards (and as … Continue reading →
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Posted
almost 12 years
ago
by
mir
We’ve mentioned our implementation of Perlin simplex noise in GLSL in a couple of prior posts – this is now sometimes also referred to as “Ashima noise.” The paper describing the noise function was just published in the Journal of … Continue reading →
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Posted
about 12 years
ago
by
mir
UPDATE: Check out video of David Sheets’ presentation at WebGL Camp Orlando from Friday March 16. UPDATE: David Sheets is scheduled to speak at the next San Francisco WebGL Developer’s Meetup in April. We have just released our first version … Continue reading →
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Posted
over 12 years
ago
by
mir
We’ve collected together a bunch of panoramas from the surface of Mars, taken by NASA spacecraft over the last 15 years, and wrapped them in our WebGL panorama viewer. The viewer takes panorama images in equirectangular coordinates (that’s just even spacing … Continue reading →
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Posted
over 12 years
ago
by
mir
Here’s a great example of our noise function used to power a beautiful piece of 3D art in WebGL. Click on the image to go check it out (with a WebGL-enabled browser, of course…)
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Posted
almost 13 years
ago
by
mir
Ashima Devices’ first demo of its 3D reconstruction and display technology just went live on the web. With a WebGL-enabled browser – and a modern GPU and drivers – you can check out the demo at the Ashima Devices website. … Continue reading →
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Posted
almost 13 years
ago
by
ijm
So we have finally got the contracts in place to start work on a cool interface to the Lunar Reconnaissance Orbiter moon data and modeling coming out of the Diviner team at UCLA. The idea is to re-use the indexing system we … Continue reading →
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Posted
about 13 years
ago
by
mir
As part of our Ooman game tech demo release, we open-sourced some code including a new implementation of simplex noise. Noise is a key component of making procedural game assets: instead of loading in a texture for marble or clouds … Continue reading →
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Posted
about 13 years
ago
by
mir
We are releasing a “vertical slice” of our new game tech demo, Ooman. Ultimately, our goal is to make Ooman an immersive 3-D puzzle platformer in a “real” virtual environment. This means full use of three spatial dimensions with smooth camera … Continue reading →
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Posted
over 13 years
ago
by
mir
“Click friction” is the drain on a game’s potential player base associated with making the player jump through hurdles to get to the game. A major hurdle is the client download – people hate waiting for software to download and … Continue reading →
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