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DaJudge

Cashcow by aardbei

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Anyone knows that demo? I am quite impressed, but there''s one thing that doesn''t get out of my mind: How the heck do they blur the lines out from the center when they draw the wireframe cubes? I just don''t get how to do that. Anyone got an idea? TNX, Alex Alexander Stockinger
Programmer

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Hi,
I downloaded the demo, but it doesn''t wanna run here. Could you upload a screenshot or something of the effect ?

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de

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Sure. I uploaded two shots of the effect here:

www.fortunecity.de/wolkenkratzer/kummunikation/249/Shot1.gif
www.fortunecity.de/wolkenkratzer/kummunikation/249/Shot2.gif

So, anyone knows how to do that in realtime?

TNX,
Alex



Alexander Stockinger
Programmer

Edited by - DaJudge on 4/9/00 2:39:08 PM

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They may have used an accumulation buffer. Basically, they draw the scene to a backbuffer each frame, without clearing the buffer first. Instead, the color of each pixel in the buffer is faded over a numer of frames to match the background color, before the new frame is drawn. This gives a nice motionblur effect, but it''s pretty slow. OpenGL supports accumulation buffers, not sure about Direct3d.

- genovov

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It doesn''t fade as frames pass by and it''s NOT a motion blur effect. Rather it blurs lines as they get farther away from the center...



Alexander Stockinger
Programmer

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Hi,
yeah, that looks pretty cool, but I don''t know how this could be done. Why not just ask Ile or someone else of the Aardbei-dudes ?

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de

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Hi,
I guess I found the solution. Just render each frame to a offscreen-surface and then use this surface as the texture again. Now you gotta render some polys to the screen and play around with the uv-coords and it should work. I didn''t try it yet, but in theory it should work.

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de

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Hi,
render the whole scene with the normal lines to an offscreen-surface, just the simple cube out of lines. That shouldn''t be a big problem. Now you can use this surface as a texture and map it over a new scene and play around with texture coordinates, so you should get such an blurred effect.

CU

Graphix Coding @
Skullpture Entertainment
http://www.skullpture.de

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Guest Anonymous Poster
howdy,

actually the effect is a radial blur, quite common these days in demos (from the demoscene, that is). What happens is that you process the framebuffer from inside out, mixing every pixel with one that is about 90% the distance from the center.

Now the smart thing about it is that as you mix with some pixel, that pixel has been mixed before, thereby creating some sort of feedback...

(actually the version in cashcow is awfully slow... i have a faster one now, which uses mmx)

for more quality aardbei stuff,
ftp://ftp.scene.org/pub/demos/groups/aardbei

i can recommend "burra" and "please the cookie thing"

see ya

ile/aardbei

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Uih, half the Aardbei-crew here ... ... "Please the cookie thing" is quite cool, but I can''t get "Burra" to work and since I missed the 64k-intro compo on TP99 I''ve not been able to watch it yet ... maybe on MS2k ...

CU

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