Archive for October, 2008
New Videos
To go with the new screenshots we captured some video of the physics demo and the HVP application. The physics demo is meant to demonstrate to other developers how to enable physics in their applications. It also showcases the new power of the Newton physics library. The new version can handle many more objects. The HVP application is a visualization of some very high quality medical models. We are still working on the interactions for the user.
Luster Physics Demo from Brian Johnstone on Vimeo
Human Visualization Project Redux from Brian Johnstone on Vimeo
New Screenshots
It has been a while since the last update. That is because we have been very busy, with updating Luster and working on new projects. Virtual Theater has started and is going well. Luster has worked well so far for that project. I hope to have some good updates about that soon. With new versions of the runtime, previous applications and demos have been updated. Some of them have been upgraded with more advanced features.
The physics demo has been updated to include far more cubes than before.
The towers are now so tall that they have become quite wobbly.
The black balls in the simulation suck in objects around them, causing a cluster to form around themselves. Then they explode, shooting the objects out in all directions. This is an explosion as it is happening.
Because of the advanced nature of the black balls, they previously were very performance heavy. You really could only shoot one at a time. Here is a screenshot of multiple black balls being shot at once. They interact with each other and the rest of the world.
I am grabbing one of the blocks from the top of the stack. You can pull blocks out from anywhere, causing the whole structure to tumble.
Over the summer, new content was produced for HVP. This shows the extreme detail put into the modeling of the nerves and bones. As always this runs at realtime framerates, despite the extremely high polygon count.
This is another view of the lit skeleton and nerves. The entire body’s peripheral nervous system was painstakingly recreated.
This is a closeup of the detail in the legs behind the knees. There are quite a few nerves here, as almost anywhere, and the detail is amazing.
Flying through the cavities in the body gives you great new views on the modeling detail.
Mesh viewer is much as it was before. This model is fairly high-poly, and the shader gives it a rim-lit glowing look.
By switching to wireframe view you can see some great detail on this Star Trek inspired model.
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