16/01/2004
new demos
uploaded 2 older demos demonstrating different techniques:
Cicular buffering
this demo uses 16 offscreen buffers which are used as subframes of a looping, but constantly changing animation. The animation consist of 1 particle whose position is interpolating to the current mouse position. Because the screenbuffer is never cleared, the technique creates a growing number of moving objects without an ever loss in performance or increase in cost of computing those.
Perlin noise realtime dithering
a very simple pattern based dithering, based on the perlin noise function, is used to translate a shaded image into a dithered black&white image. By adjusting parameters of the noise function, the visual character can be varied between using dots and stipes.
Cicular buffering
this demo uses 16 offscreen buffers which are used as subframes of a looping, but constantly changing animation. The animation consist of 1 particle whose position is interpolating to the current mouse position. Because the screenbuffer is never cleared, the technique creates a growing number of moving objects without an ever loss in performance or increase in cost of computing those.
Perlin noise realtime dithering
a very simple pattern based dithering, based on the perlin noise function, is used to translate a shaded image into a dithered black&white image. By adjusting parameters of the noise function, the visual character can be varied between using dots and stipes.