Tag: Gaming

3 posts tagged with "Gaming"

Cinder Deferred Renderer

Cinder Deferred Renderer

Cinder application for deferred rendering experiments (lighing, shadow mapping, SSAO), available on Github at https://github.com/arisona/cinder_deferred_renderer

Forked from original code by Anthony Scavarelli at https://github.com/PlumCantaloupe/Cinder-Deferred-Renderer

Thanks to Anthony and the contributors this code is based on.

Original code ported to c++11 and optimized / fixed a couple of things, plus some new features/controls.

This code is based on a deferred renderer for point lights and screen space ambient occlusion (SSAO), including shadow mapping.

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LEA Special Issue on Live Visuals

LEA Special Issue on Live Visuals

Special issue on Live Visuals in Leonardo Electronic Almanac (LEA), edited by Özden Sahin, Lanfranco Aceti, Steve Gibson and Stefan Arisona. https://www.leoalmanac.org/vol19-no3-live-visuals/

Live Visuals, Leonardo Electronic Almanac LEA, Volume 19 Issue 3

Key advancements in real-time graphics and video processing over the past five years have resulted in broad implications for a number of academic, research and commercial communities. They enabled interaction designers, live visualists (VJs), game programmers, and information architects to utilize the power of advanced digital technologies to model, render and effect visual information in real-time.

Real-time visuals have a profoundly different quality and therefore distinct requirements from linear visual forms such as narrative film. The use of visual elements in a live or non-linear context requires a consideration of insights and techniques from other “non-visual” practices such as music performance or human-computer interaction. The issue is organised under the general rubric of knowledge-sharing between disparate research bodies and disciplines. This allows for distinct and dispersed groups to come together in order to exchange information and techniques. A key concern is to bring a humanistic approach by considering the wider cultural context of these new developments.

The special issue explores the future of the moving image, simultaneously acknowledging and extending on recent artistic trends and technological developments.

The issue is co-edited by Özden Sahin,Lanfranco Aceti, Steve Gibson, Stefan Arisona.

Table of Contents

When Moving Images Become Alive! Introduction by Lanfranco Aceti

Revisiting Cinema: Exploring The Exhibitive Merits Of Cinema From Nickelodeon Theatre To Immersive Arenas Of Tomorrow by Brian Herczog

The Future Of Cinema: Finding New Meaning Through Live Interaction by Dominic Smith

A Flexible Approach For Synchronizing Video With Live Music by Don Ritter

Avatar Actors by Elif Ayiter

Multi-Projection Films, Almost-Cinemas And Vj Remixes: Spatial Arrangements Of Moving Image Presence by Gabriel Menotti

Machines Of The Audiovisual: The Development Of “Synthetic Audiovisual Interfaces” In The Avant-Garde Art Since The 1970s by Jihoon Kim

New Photography: A Perverse Confusion Between The Live And The Real by Kirk Woolford

Text-Mode And The Live Petscii Animations Of Raquel Meyers: Finding New Meaning Through Live Interaction by Leonard J. Paul

Outsourcing The VJ: Collaborative Visuals Using The Audience’s Smartphones by Tyler Freeman

AVVX: A Vector Graphics Tool For Audiovisual Performances by Nuno N. Correia

Architectural Projections: Changing The Perception Of Architecture With Light by Lukas Treyer, Stefan Arisona & Gerhard Schmitt

In Darwin’s Garden: Temporality and Sense of Place by Vince Dziekan, Chris Meigh-Andrews, Rowan Blaik & Alan Summers

Back To The Cross-Modal Object: A Look Back At Early Audiovisual Performance Through The Lens Of Objecthood by Atau Tanaka

Structured Spontaneity: Responsive Art Meets Classical Music In A Collaborative Performance Of Antonio Vivaldi’s Four Seasons by Yana (Ioanna) Sakellion & Yan Da

Interactive Animation Techniques In The Generation And Documentation Of Systems Art by Paul Goodfellow

Simulating Synesthesia In Spatially-Based Real-Time Audio-Visual Performance by Steve Gibson

A ‘Real Time Image Conductor’ Or A Kind Of Cinema?: Towards Live Visual Effects by Peter Richardson

Live Audio-Visual Art + First Nations Culture by Jackson 2bears

Of Minimal Materialities And Maximal Amplitudes: A Provisional Manual Of Stroboscopic Noise Performance by Jamie Allen

Visualization Technologies For Music, Dance, and Staging In Operas by Guerino Mazzola, David Walsh, Lauren Butler, Aleksey Polukeyev

How An Audio-Visual Instrument Can Foster The Sonic Experience by Adriana Sa

Gathering Audience Feedback On An Audiovisual Performance by Léon McCarthy

Choreotopology: Complex Space In Choreography With Real-Time Video by Kate Sicchio

Cinematics and Narratives: Movie Authoring & Design Focused Interaction by Mark Chavez & Yun-Ke Chang

Improvising Synesthesia: Comprovisation Of Generative Graphics And Music by Joshua B. Mailman

Title: Live Visuals
Editor: Özden Sahin
Volume Editors: Lanfranco Aceti, Steve Gibson, Stefan Arisona
Journal: Leonardo Electronic Almanac
Publisher: MIT Press
Year: 2013
Volume: 19(3)
Pages: 384
ISBN: 978-1-906897-22-2
ISSN: 1071-4391
Link: https://www.leoalmanac.org/vol19-no3-live-visuals/

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CityEngine - 3D City Modeling for Architecture, Film, and Games

ArcGIS CityEngine, is a 3D modeling software application developed by Esri R&D Center Zurich (formerly Procedural Inc.) and is specialized in the generation of three dimensional urban environments. With the procedural modeling approach, CityEngine enables the efficient creation of detailed large-scale 3D city models with merely a few clicks of the mouse instead of the time exhaustive & work intensive method of object creation & manual placement. CityEngine works with architectural object placement & arrangement in the same manner that VUE manages terrain, ecosystems & atmosphere mapping & is equally as diverse in its ability of object manipulation & environmantal conformity/harmony as its VUE counterpart. The recent acquisition of CityEngine by Esri is aiming to push the innovations in 3D GIS and Geodesign technology (from Wikipedia).

In 2008 I joined the ETH Zurich spin-off company Procedural Inc. as a software architect, and worked the general CityEngine software design, the real-time rendering core, and interactive 3D editing features.

CityEngine was quickly adopted by big players in different industry areas where fast 3D digital content creation is needed. Some examples are:

  • Film: DreamWorks, Pixar, Weta Digital, Mr. X Inc., Fold7.
  • Gaming: Blizzard Entertainment, Rockstar Games, Square Enix, THQ, Grasshopper Manufacture.
  • Architecture and Urban Planning: Foster+Partners, Zaha Hadid Architects, SOM, Coop Himmelb(l)au.
  • Government: Singapore Urban Redevelopment Authority, Brisbane City.
  • Education: MIT, Stanford University, Harvard, Carnegie Mellon, ETH Zurich, Fraunhofer Gesellschaft.
  • Others: Microsoft, IBM, Nvidia, Samsung.

More information: https://www.esri.com/software/cityengine

Company: Procedural Inc.
Position: Software Architect
Period: 2008 - 2011

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