Tag: Realtime

Space Syntax – Realtime Global Features (Mean Distance, Visibility Integration, …)

This post is about two, respectively four, new global Space Syntax Measure I have worked on recently. Distance, Mean Distance Turns, Mean Turns (aka. Visual Step Depth, Visibility…

GPU FlowField Pathfinding

    This is take two on global distance field Pathfinding. I could improve the previous version a lot in terms of performance and quality. The technique changed…

Space Syntax – Isovists

  This is a quick extension to the previous post. The isovists are computed in realtime by sampling a huge mount of directions in parallel at each location…

3D Global Line Radiosity – Test Scenes

Two testscenes for showing the pros and cons of this technique. The application computes Global Illumination, using Global Line Radiosity Realtime Global Line Radiosity Scenes The outdoorscene (enabled…

Realtime 2D Radiosity – Tests, Part 2

Some further improvements of quality and performance. Also SMAA (Enhanced Subpixel Morphological Antialiasing ) is now enabled by default. LiquidFun, Box2D simulation + Realtime Radiosity     Cornell…

Rigid Body Simulation – Dynamic Fracturing

  Another rigid-body simulation experiment. Here i am playing around with dynamically fracturing scene objects into smaller parts, that can either cause other objects to shatter or break…

Realtime 2D Radiosity – Global Illumination for 2D Scenes

This post is about a new algorithm I have been working on to compute Global Illumination in realtime for 2D scenes. The Algorithm is based on the idea…