*blog... kind of... *rss
Real-time Rendering
no comments
Almost forgot about this one. I feel like maybe I'm repeating myself too much on these interviews...
http://www.realtimerendering.com/blog/interview-with-three-js-creator/
http://www.realtimerendering.com/blog/interview-with-three-js-creator/
no comments
Mosaic
no comments
And yet another interview... this one is in spanish though.
http://mosaic.uoc.edu/2013/02/27/ricardo-cabello/
http://mosaic.uoc.edu/2013/02/27/ricardo-cabello/
no comments
Time to build tools.
no comments
And here's a talk I did one month later at dotJS.
For this one I only had 20 minutes and I had to be sharp. So rehearsing was required again.
Oh, and no... that's not my laptop. Not really a fan of stickers on laptops :P
For this one I only had 20 minutes and I had to be sharp. So rehearsing was required again.
Oh, and no... that's not my laptop. Not really a fan of stickers on laptops :P
no comments
What's next for three.js?
no comments
Here's a quick talk I did some months ago with Branislav at JSConf EU.
This was the first time I rehearsed a talk. Not sure if that makes things better or worse.
This was the first time I rehearsed a talk. Not sure if that makes things better or worse.
no comments
Making of ROME
no comments
This time around, the now traditional making of blog post is a video instead..
I didn't go much into detail but hopefully there are some interesting bits:
Thanks to Mozilla for sponsoring!
I didn't go much into detail but hopefully there are some interesting bits:
Thanks to Mozilla for sponsoring!
no comments
Clean up
43 comments
Don't include in your portfolio projects you wouldn't enjoy doing again.
That's something I learnt right when I started mrdoob.com. The aim there was just to share some experimentation and have fun, wasn't meant to be my portfolio but people started contacting me proposing interesting projects. At that point I took down my old (and boring) portfolio here and kept doing experiments over there.
So now it's time to apply that again... At this point I've no interest on doing Flash projects any more, hence I've removed all the Flash projects and experiments (files are still there, just not linked).
That's something I learnt right when I started mrdoob.com. The aim there was just to share some experimentation and have fun, wasn't meant to be my portfolio but people started contacting me proposing interesting projects. At that point I took down my old (and boring) portfolio here and kept doing experiments over there.
So now it's time to apply that again... At this point I've no interest on doing Flash projects any more, hence I've removed all the Flash projects and experiments (files are still there, just not linked).
43 comments
GLSL Sandbox
12 comments
One of the things WebGL will bring us is Fragment Shaders. If you're familiar with Pixel Bender you know how Fragment Shaders work.
Although they usually go with Vertex Shaders, you can set it up for doing just 2D effects with it. Iq did exactly this some months ago with Shader Toy — a browser based Fragment Shader editor.
This week I started experimenting with this. First thing I needed to do was a sandbox with the basic WebGL initialisation code. With that done is just a matter of testing values and refreshing the browser. I tried to have a compile button right in the page so I wouldn't even need to refresh the browser but it was over complicating the code...
These are the tests I've done so far:




Next thing on the list is to implement render to texture so I can use the output of the fragment shader as input. That'll allow crazy feedback effects and even crazier drawing tools!
Feel free to use the sandbox code for your own experimentation.
Although they usually go with Vertex Shaders, you can set it up for doing just 2D effects with it. Iq did exactly this some months ago with Shader Toy — a browser based Fragment Shader editor.
This week I started experimenting with this. First thing I needed to do was a sandbox with the basic WebGL initialisation code. With that done is just a matter of testing values and refreshing the browser. I tried to have a compile button right in the page so I wouldn't even need to refresh the browser but it was over complicating the code...
These are the tests I've done so far:




Next thing on the list is to implement render to texture so I can use the output of the fragment shader as input. That'll allow crazy feedback effects and even crazier drawing tools!
Feel free to use the sandbox code for your own experimentation.
12 comments
WebGL
13 comments
Seems like WebGL is about to land. Chrome 9 beta, Firefox 4 beta 8 and Safari Nighly Build have it enabled by default already. It's just a matter of weeks for the final versions to be released.
I think we're going to face a funny situation... For web developers OpenGL may be a bit intimidating — at least it was for me! For game developers it's piece of cake, but because some features have been disabled some of them feel like a step back in their careers. So it's an area where there won't be so many people for a while.
You may know that, for the last few months, I've been busy developing a library that aims to make this as painless and fun as possible. Hopefully there will be more libraries like this in the near future.
If you're a web developer I would suggest you to start tinkering with all this. I have the feeling things are going to move quite fast as soon as it lands. Won't be long until Mobile Safari — iOS and Android browser — also enables this.
Exciting times! :)
I think we're going to face a funny situation... For web developers OpenGL may be a bit intimidating — at least it was for me! For game developers it's piece of cake, but because some features have been disabled some of them feel like a step back in their careers. So it's an area where there won't be so many people for a while.
You may know that, for the last few months, I've been busy developing a library that aims to make this as painless and fun as possible. Hopefully there will be more libraries like this in the near future.
If you're a web developer I would suggest you to start tinkering with all this. I have the feeling things are going to move quite fast as soon as it lands. Won't be long until Mobile Safari — iOS and Android browser — also enables this.
Exciting times! :)
13 comments
Archiving Windows demos. Take two.
no comments
This is something I've spent a fair amount of time on already. Last year I wrote about some of my findings but the truth is that it didn't anywhere.
The main problem is that, for whatever reason, Lagarith is not finding its way into ffmpeg and rumours say Youtube uses ffmpeg for doing the transcoding. So if you tried to upload that 2gbytes video file to Youtube you'd end up getting a "unknown format" error.
Early this month I checked what was the status with all this, and seemed that nothing had changed so I thought about looking for other lossless codecs. This time I tried with Huffyuv. Video file size is bigger but at least ffmpeg supports it.
The idea is to let Youtube host the uncompressed files for me (5gb-20gb each). I don't know if that's what happens or not, but I would think such service must keep the original.
This is how the process looks like:
1. kkapture the demo using Huffyuv for encoding.
Note: I have antialias enabled on my nvidia config as that compresses better than non-antialias stuff.
2. Now you'll get a bunch of .avi files that you need to merge. To do so just use Virtualdub. While you're on it, go ahead and remove the aspect ratio black bars.
3. Upload the file to youtube. This may take a while. It takes about 24 hours per video here.
And that's it. Now it's up to Youtube to keep updating their videos as technology evolves. It's a slow process, but if the theory is right it just needs to be done once.
You can see the ones I've managed to do already in the (just re-opened) demoscene section.
The main problem is that, for whatever reason, Lagarith is not finding its way into ffmpeg and rumours say Youtube uses ffmpeg for doing the transcoding. So if you tried to upload that 2gbytes video file to Youtube you'd end up getting a "unknown format" error.
Early this month I checked what was the status with all this, and seemed that nothing had changed so I thought about looking for other lossless codecs. This time I tried with Huffyuv. Video file size is bigger but at least ffmpeg supports it.
The idea is to let Youtube host the uncompressed files for me (5gb-20gb each). I don't know if that's what happens or not, but I would think such service must keep the original.
This is how the process looks like:
1. kkapture the demo using Huffyuv for encoding.
Note: I have antialias enabled on my nvidia config as that compresses better than non-antialias stuff.
2. Now you'll get a bunch of .avi files that you need to merge. To do so just use Virtualdub. While you're on it, go ahead and remove the aspect ratio black bars.
3. Upload the file to youtube. This may take a while. It takes about 24 hours per video here.
And that's it. Now it's up to Youtube to keep updating their videos as technology evolves. It's a slow process, but if the theory is right it just needs to be done once.
You can see the ones I've managed to do already in the (just re-opened) demoscene section.
no comments
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
*profile

traditional id: Ricardo Cabello Miguel
based in: Barcelona, Spain
more: github, twitter, twitpic, soundcloud and flattr
*affiliations
60fps, escena.org and xplsv.com.
*input
friends
aaron koblin
abscondorium
blackpawn
campbell imray
cardboard robot ninja pirate monkey
carlos ulloa
david o'reilly
diego f. goberna
iñigo quilez
jare
jesse kanda
jorge fuentes
kile
mike tucker
nanika
nuende
soledad penadés
tnghm
unit zero one
vadik marmeladov
zafio
zeh fernando
art
8bit today
build
cocos' island
flight404
hairy teeth
hi-res!
neave
nulla dies sine linea
patecreme
postspectacular
quel solaar
siggi eggertsson
tha.ltd
today and tomorrow
united visual artists
vvork
yugop
dev
andre michelle
alternativa
antti kupila
away3d
boostworthy
broken blog
bytearray
den ivanov
der schmale
drawlogic
fladdict
flash video
general relativity
gskinner
hidiho!
joa ebert
john grden
kaourantin
keitap
less rain
li
michael battle
nulldesign
papervision3d
pengin.swf
photon storm
pixelero
polygonal
quasimondo
sandy
saqoosha
sephiroth
simppa
tom.drastic.net
uve producers team
zero point nince
zupko
music
hunz
ochre
ronny pries
humour
wulffmorgenthaler
xkcd
