Harmony - Procedural drawing tool


mrdoob.com


html5 canvas procedural drawing tool 08028

Procedural road generator


This is a proof of concept example I did together with a colleague in 2005 in Houdini 7.0 . To see we could use procedural content creation in our tool building pipeline. Currently I'm creating Video lectures on how to build this system. You can find them at www.cmivfx.com


procedural houdini modeling 3d sidefx game asset environment road town shooter playlogic racing SOP research 2005

procedural textures - new graphics engine technology


a video showing the amazing new technology that has been introduced by the team at www.theprodukkt.com the "demo" itself is a 171KB executable, and all of the textures are made "on the fly" using an algorithm. this engine has been used in a game made by the team, and is available from their site. Enjoy!


procedural textures new graphics engine technology www.theprodukkt.com kkreiger debris iwanthalo

Infinity - Procedural real-time galaxy model


Note: due to rendering of points, please watch the HD version, else you'll only see a blurry mess! Galaxy model generated procedurally for the MMO Infinity : www.infinity-universe.com This is a work-in-progress and does not necessarily represent the final result. This is a visual representation of what's happening on the server side, so there's no fancy rendering or effects ( those will be added to the client later on ). Each star system is represented as a colored dot similar to stars in reality: hot blue stars ( O class ), Sun-type stars ( G class ), red dwarves ( K & M ), etc.. The model is generated procedurally on the fly in real time as the player moves. It's based on an octree. Procedural generation does NOT mean that everything is random, in fact quite the contrary: if you come back at the same coordinates, you will exactly see the same stars !


Infinity space procedural galaxy MMO Nyast

Structure Procedural System Trailer


Structure Procedural System Trailer


Trailers 50 Bellow

Pixel City - Procedurally generated city


This is a demonstration of a program I wrote to generate and fly through a dynamically generated city. You can read the step-by-step of how it was made at my website: www.shamusyoung.com * The program was built on vanilla OpenGL, Windows, using MS DevStudio 6.0 * Building the city takes about 5 seconds. * Took about 50 hours of coding time. * Runs on older hardware. The goal was to have the program work on Windows machines less than 5 years old. * To be released as a Windows screensaver. The music is "Around" by Oursvince, used under the Creative Commons: www.vincentbernay.com


procedural city night programming opengl Shamus Young

Spore Story - Procedural Animation


hear more about Spore's unique animation technology


Spore Will Wright Maxis EA

Spore Anthem Tutorial Video


Join Software Engineer Cyril Saint Girons as he walks through the process of creating a custom anthem with the Spore anthem creator in Civilization Stage!


Spore Electronic Arts Maxis Anthem Tutorial

Introversion Procedural City Generator Tech Demo


Procedural City Generator Tech Demo from Introversion Software forums.introversion.co.uk


Introversion Procedural City Demo Goose Serbus

Procedural Maya Texture (Part 1)


Creating a small Shader in Maya


Maya Procedural Texture Tutorial mserebreny

Space Engine v0.94 Demonstration - Procedural Universe Simulator


This is just a quick and scatter-brained demonstration of some of the features of the excellent Space Engine. Would you like to explore the entire known universe? Of course you would, you budding cosmonaut you! Space Engine is the friggin' awesome solution to your armchair space travel needs. Download SpaceEngine here! en.spaceengine.org My PC Specs: lazygamereviews.wordpress.com


space engine procedural universe simulator program game Vladimir Romanuk russian amazing procedural generation environment atmosphere freeware universal spaceship hubble NASA nebula black hole singularity stars spaceporn vast scale planet mountains landscapes time lapse solar system Celestia sim astronomy cosmology beta galaxies lgr lazy game reviews phreakindee

Procedural Tornado


This is a procedural sequence of a tornado tearing apart a shack. All controlled with Particle Flow and, dust effects rendered with afterburn.


Tornado VFX 3D Particles danieljhourigan

Procedural fire in HitFilm


HitFilm is available July 2011. For more information: launch.hitfilm.com Here's one of the new effects in HitFilm - procedural fire! We also take a look at lightning and a few others.


procedural fire flame lightning fxhome hitfilm ultimate interface editing effects compositing 3D prism corridor digital greenscreen green screen particle particle effects particle engine muzzle flash gunfire tracking camera tracking motion tracking matchmoving particle illusion trapcode particular Hit Film

Procedural Pompeii Rendering


Procedural 3D reconstruction of ancient Pompeii generated with the CityEngine (based on real-world building footprint data and architectural information from archaeologists). More info about Procedural Inc.'s CityEngine: www.procedural.com


3d procedural modeling city cities software generation street architecture building games video film computer graphics Engine TV

Semi-Procedural Animation for Character Locomotion


runevision.com This is a demonstration of my work in progress Locomotion System. The Locomotion System automatically blends keyframed or motion-captured walk and run cycles and then adjusts the movements of the bones in the legs to ensure that the feet step correctly on the ground. The system can adjust animations made for a specific speed and direction on a plain surface to any speed, any direction, and any curvature, on any surface, including arbitrary steps and slopes.


procedural locomotion animation uneven terrain retargetting runevision

Procedural Voxel Terrain


More info at: procworld.blogspot.com This is a screen capture of my world generator. Terrain and trees are isosurfaces. Dual contouring is used to generate a mesh with a resolution of one decimeter. The field functions and the mesh extraction run in the GPU using OpenCL. Each surface has material, which is rendered in multiples passes combining perlin noise and preset textures. Global illumination is computed using a hemicube radiosity method. (This will come handy when I later introduce architecture.) Finally, a low resolution mesh is generated and the high frequency mesh is projected into this mesh to preserve the details. A full world scene with a horizon at 5km can be packed in approx 500 cells, each one averaging 200 polygons. That is 100000 polygons total, without accounting for any occlusion or frustum culling.


Voxels Voxel Terrain opencl Procedural mcepero

Procedural Voxel Terrain 3


More info at: procworld.blogspot.com This is a screen capture of my world generator. Terrain and trees are isosurfaces. Dual contouring is used to generate a mesh with a resolution of one decimeter. The field functions and the mesh extraction run in the GPU using OpenCL. Each surface has material, which is rendered in multiples passes combining perlin noise and preset textures. Global illumination is computed using a hemicube radiosity method. (This will come handy when I later introduce architecture.) Finally, a low resolution mesh is generated and the high frequency mesh is projected into this mesh to preserve the details. A full world scene with a horizon at 5km can be packed in approx 500 cells, each one averaging 200 polygons. That is 100000 polygons total, without accounting for any occlusion or frustum culling.


Procedural Voxel Terrain opencl mcepero

Senate Bill S 510 vote PASSED! - procedural vote passes 74-25


You are a criminal if you grow your own food in your own back yard according to the American Government. We've got government tyranny RT Please listen, this was put out two month ago. Be careful of those who come on here who oppose the information we are putting out. www.youtube.com Just found this, today 11/21/2010 Glenn Beck, a few government implants are coming on here trying to confuse your minds trying to tell us they have read the bill and it does not say what we said it is saying! Folks you can listen to these people who have sided with the government or you can trust your fellow citizens. We've read the bill and we know how deceitful our politicians, lawyers and news media are. Please listen. www.youtube.com


Red Alert Breaking News Senate Bill S510 food Modernization Act Liberty Constitution America Democrates Republicans Tea Party Fascism Pastor Dowell

Procedural Animation For Overgrowth - Wolfire Games


www.wolfire.com I have been asked many times how the procedural animation worked in the old Lugaru 2 movement demos, so I made this video showing some of the early stages! Check out the game site at: wolfire.com/overgrowth You can follow its progress on the Wolfire games blog: blog.wolfire.com/


Overgrowth wolfire procedural animation 3d running movement lugaru skeletal physics jumping phoenix engine phoenix engine games wolfire games

RampanTV.com Tutorial - Create a Procedural 3D Paint Splat Logo Animation in After Effects


In this Tutorial, Designer Esko Ahonen from UniqueFX shows us how to make a Procedural 3D Paint Splat Logo Animation in After Effects using paint splat elements from the Rampant Motion Design Elements library. Check out the Rampant Motion Design Elements here: store.rampantdesigntools.com See more RampanTV tutorials here at rampantv.com Check out more of Esko's work here www.uniquefx.net For more After Effects tutorials visit: RampanTV.com and http


after effects tutorials free training visual motion graphics compositing design ae tuts rampant tv rampantv run tools media diy tips & tricks after effects tutorials free tutorials ae tuts djtv suite effects rampantv.com animation howto graphics software adobe motion graphics tutorials visual effects tutorials ae training after effects training after effects school after effects tips procedural procedural animation paint splat animation paint splats

Procedural Modeling Of Buildings


CGA shape, a novel shape grammar for the procedural modeling of CG architecture, produces building shells with high visual quality and geometric detail. It produces extensive architectural models for computer games and movies, at low cost. Context sensitive shape rules allow the user to specify interactions between the entities of the hierarchical shape descriptions. Selected examples demonstrate solutions to previously unsolved modeling problems, especially to consistent mass modeling with volumetric shapes of arbitrary orientation. CGA shape is shown to efficiently generate massive urban models with unprecedented level of detail, with the virtual rebuilding of the archaeological site of Pompeii as a case in point. More info about Procedural Inc.'s CityEngine: www.procedural.com


3d procedural modeling city cities software generation street architecture building games video film computer graphics Engine TV

Procedural Pompeii Reconstruction


Excerpt from the video of the ACM SIGGRAPH 2006 Paper "Procedural Modeling of Buildings". More info: www.vision.ethz.ch


Procedural Modeling cityengine Siggraph Pompeii Archaeology Architecture Pascal Mueller

Pioneer (3D Space simulation game with procedural planets)


This is a remake of the old dos game Frontier: Elite II Credits for the video go to KingHaggis: www.youtube.com Credits for the game go to the guys at: pioneerspacesim.net I am but a mere admirer.


pioneer frontier elite first encounters freedom free roam roaming exploration 3D space game simulation seamless transition planet surface procedural terrain planetfall david braben simulator planetary hyperspace sandbox open ended Kremlox

Shoulder Relocation Without Procedural Sedation


Shoulder relocation without procedural sedation Local Anesthesia maximum doses Dealing with a history of allergic reaction to local anesthesia


Emergency Department Letter Shoulder relocation without procedural sedation garythedo

Difference between OO and procedural programming


This animation is a comparison between global data and data hidden inside objects. Object-to-object communication is also discussed.


OOP Java Procedural Programming cjumpdotcom

PHP Simple Login Script (Procedural)


Join Forum @ jream.com This is a tutorial about a simple PHP login script that checks your MySQL database against a user/password. This is written with some quick and dirty procedural code and should be improved on, but it will get you started. **You will probably want to work on a more secure session handler. ** jream.com


php php tutorial php help php login php login script php admin area mysql tutorial phpmyadmin jreamdesign

Alien Dominion Technology Demo - Real Time Procedural Planets


Alien Dominion Techical/Technology Demo - real time procedural planets with hybrid multitexture input and custom mesh generation algorithm www.blackfiregames.com Alien Dominion is a space shooter game for PC platform with a bunch of nice, rarely seen features, like real time descent to a planet, volumetric exposions, vast space to explore and come across some interesting missions/equipment, unique look of every planet in the game, etc. Technology used here is DirectX 9.0c and C++. The game itself if planned to be a real time space shooter, a bit of strategy, trading... Similar to Freelancer, Freespace, X3, Wing Commander by concept, but with a nice feature of real time procedural planets generation based on hybrid multifractal equations and and some tricks in directx. The mesh managing algo is custom, and uses the vertex shader to build the mesh. Currently is in DirectX 9.0c, but a more advanced version can be built using DirectX 10 and geometry shader, thus having much higher framerates. The limits of the engine are 150 astronomical units of gamespace (in diameter) per star system, and starsystems are to be added manually, as the concept of the is not an entire galaxy to roam, but a local star cluster where the saga happens. The first part of the video shows basic effects like normal-mapping, displacement maps, specular maps, shadows, etc. The second is dedicated to effect features, showing the volumetric explosions, dynamic light effects, animation subsystem, in-game <b>...</b>


space shooter real time procedural planet planets rendering c++ directx spaceship landing landscape astronomic sized universe fractal game pc Freelancer Freespace X3 Wing Commander Roberto Koci

Image-based Procedural Modeling Of Facades


More info about Procedural Inc.'s CityEngine: www.procedural.com


3d procedural modeling city cities software generation street architecture building games video film computer graphics Engine TV

Tutorial - Rotoscoping with Mocha & After Effects - Procedural mattes - Pt 1


Another tutorial from www.curiousturtle.com, this time showing a great technique to speed up rotoscoping using Mocha & After Effects. Part one concentrates on creating the procedural matte that will help to reduce the work we have to do. Check out the other videos in our channel or visit the main site for more training.


tutorial mocha rotoscoping after effect curious turtle track mattes curiousturtle

Particle tests (9) procedural HD!


some tests with 3ds max procedural materials music: Paul Oakenfold - Ready Steady Go


3ds max krakatoa particle flow particles fume fx cg vfx abstract art procedural Paul Oakenfold Ready Steady Go trance Matthiasm Videos

Procedural Island Generator - vegetation, grass and wind


twitter.com Extremely easy to create great looking landscapes and terrain systems. Almost photorealistic nature and ocean scene. This is a work in progress nature library created in XNA. Using procedural generated volumetric clouds. Water created entirely in the pixel shader - around 200 fps. Massive procedural generated terrain. Parallax shader-based vegetation system. Procedural shader generated textures - real time, extremely fast. Using quad trees to massively speed up rendering. the most important thing which i needed the most was the continuously procedural texture generation for the terrain, based on heights and slopes because the terrain is modifiable in real-time. secondly, using quad trees and Dynamic Vertex Buffer Arrays ensures a very fast rendering.


xna vegetation grass wind island generator nature ocean photorealistic scene volumetric clouds library reflective refractive waves ripples water lake pixel shader massive terrain realtime parallax procedural texture texturing VBO dynamic vertex buffer arrays heights slopes quad trees victorporof

Direct Observation of Procedural Skills (DOPS) 2 - Example


www.elu.sgul.ac.uk Whilst watching the video clips, you may want to focus on: * How specific feedback is given about the student's strengths and weaknesses * How specific action points are developed in discussion with the student * How the feedback is framed These are the practical procedures that St George's students are required to do at least once. Diagnostic * Venepuncture and managing blood specimens * Taking blood cultures * Arterial blood gases * Recording ECG * Measuring peak flow reading * Transcutaneous oxygen saturation * CVP reading * Glasgow coma scale * Rectal examination * Vaginal Examination * Cervical cytology * Diagnosis of death Therapeutic * Inserting an intravenous cannula * Setting up an intravenous infusion and use of infusion device * Preparing and administering an intravenous medicine * Sub-cutaneous injection * Intra-muscular injection * Insulin injection and instructing patient how to do it. * Nasogastric tube insertion * Male catheterisation * Female catheterisation * Administering oxygen * Suturing (Final year) * Managing a blood transfusion (Final Year) All content on this website (including text, images, videos, and any other original works), unless otherwise stated, is licensed under a Creative Commons License. These videos have been made for educational purposes only. It must be made clear that the behaviours acted out by the students and staff involved in the video role plays are in no way a reflection of their true/normal behaviour. The <b>...</b>


Workplace-based Assessment wba Mini-Clinical Evaluation mini-cex Case based Discussion cbd Direct Observation of Procedural Skills dops giving effective feedback sgulcso

3dsmax Environment Modeling #1 Procedural Stone


In this tutorial you will learn how to set up a modeling rig on a sphere object, in order to make it look like a stone. This technique delivers a very believable result and is absolutely non destructive. Once set up, you can easily modify the results, only by changing the mappingoffsets in the first "cellular" displacement map. This video is only about the modeling rig, a later tutorial will cover the mapping an texturing for the highpoly, as also an approach to make this a game ready asset. ~ 7 min ~ 110 MB HD


3dsmax environment modeling Stone Stones Procedural Rig Technique CG Tutorial displacement cellular map displace noise sandstone granite aphexx 100

Madden 2011 Demo - Procedural Awareness Is A Problem


Is Procedural Awareness the solution,, or the problem,,you decide !!


Madden NFL 11 demo maden 2010 patch review xbox 360 ps3 playstation video game Versuz2 Update Great Blocking Football ESPN Sportscenter Highlights Title Jersey Gameday John Hit Stick Juke Move User Catch Rocket Tips Cheats Illusion on all pro All-Madden All-Pro Rookie Games Shop Tron Jogging Morphing Teleporting Warping Motion Shift AFL Downloadable Package skynet Sky Net Again easports Forum highlight amazing new Custom Sliderz versuz

OpenCL SmallLuxGPU Rendered Procedural City Fly Through


Rendered using OpenCL accelerated SmallLuxGPU 1.5 (LuxRender / LuxRays) via real-time interface, featuring camera motion blur, sun and sky. Over 1.75 million triangles in scene. Procedural City created using Arnaud "Piiichan" Couturier's Suicidator City Generator in Blender 2.49b Animation created using Blender 2.5 All Open Source, links: SmallLuxGPU (SLG): www.luxrender.net Blender 2.5: www.blender.org Suicidator City Generator arnaud.ile.nc


opencl smallluxgpu Blender 2.5 flying city camera motion blur path tracing sun sky follow curve nouchetabar

EA Sports technology: Procedural Awareness


Procedural awareness technology showcase that will be utilized in Madden NFL 10


Madden NFL 10 procedural awareness IK head tracking EASPORTSRAC

Procedural Modeling of Cities


Virtual Cityscapes generated with the CityEngine. More info about Procedural Inc.'s CityEngine: www.procedural.com


3d procedural modeling city cities software generation street architecture building games video film computer graphics Engine TV

Procedural Surface Collapse Rig HD - Thinking Particles


Inspired from 2012, I did this setup with Thinking Particles. Simple maxscript for the UI and the rest is with spacewarps, reactions and connection setup. The surface was prefractured with Rayfire. Still need to add: Make the fractures fall back on positive force, a better debris interaction, better waves motion and add dust with fumeFX.


3dsmax thinking particles simulation fracture rayfire collapse earthquake 2012 td rigging setup debris smoke destruction tkeshet

UniSky v1.2 Preview - Procedural Weather Update


Watch full-screen in 1080p :) This is a preview video of the UniSky v1.2 upgrade. This upgrade includes real-time, procedural weather including clouds, wind, and rain. This entire scene will be included as the new example project in the update. For more information, visit www.sixtimesnothing.com Thanks for watching!


Six Times Nothing unisky Unity3d Unity Procedural rain clouds wind storm effect fx chris morris chrisofboro

Procedural Pompeii Modeling


Procedural 3D reconstruction of ancient Pompeii generated with the CityEngine (based on real-world building footprint data and architectural information from archaeologists). More info about Procedural Inc.'s CityEngine: www.procedural.com


3d procedural modeling city cities software generation street architecture building games video film computer graphics Engine TV

Infinity Citytest Video Preview


A one hour test render in crap res/quality.


Infinity Quest for earth Kope 7777

Plastic Procedural Planet first attempt


This is the first version of my new procedural planet sample done in XNA. Right now the surface is made out of plastic and there is still much work to be done but the Atmospheric Scattering is finished and based on GPU Gems 2 article by Sean O'Neil.


XNA Sean O'Neil procedural terrain planet atmospheric scattering handkor

Procedural Voxel Trees


More info at: procworld.blogspot.com Procedural Voxel Trees. This is a sample of two small trees generated by my voxel engine. For this engine I want every thing to be represented as voxels, so I had to model tree crowns as clouds. I hope this will do the trick and produce a believable effect. The trees shown here are not generated by L-Systems. I have used space-colonization models that produce realistic effects with less input and restrictions.


Voxel Procedural Tree Vegetation mcepero

Realtime House Spider Procedural Animation


All animation procedurally generated, in realtime. No pre-created animation whatsoever. Details: A system for dynamically animating ground based arthropods in real-time, capable of traversing realistically across a complex, arbitrary environment. The physical simulation of the virtual world further grounds the creatures, enabling complex emergent animations to form.


spiders procedural animation realtime spider simulation Sundown SFA

MotionBuilder Demo - Procedural Rigging


MotionBuilder allows for Automated Rig Creation. An FK/IK manipulation rig is automatically created based on the size and proportions of your character. autodesk.com


motionbuilder procedural rigging demo demos demonstration demonstrations feature features Autodesk

NTSF:SD:SUV - THE BEST ACTION SHOW NOT YET ON TELEVISION


Terrorists You've been Warned!


24 CSI NTSF San Diego Adult Swim Paul Scheer Human Giant League Action Comedy Jack Bauer David Caruso Paul Scheer Videos

Procedural terrain engine in Unity 2.6


After fives days I got the basic terrain engine running. The terrain is 20 by 20 km. The heightmap is procedurally generated by use of a perlin noise function, a voronoi diagram, a thermal erosion filter, and some blending techniques. The heightmap wraps seemlessly so the terrain has no borders. The next step is texturing.


procedural terrain unity samhagelund