As requested from the comments section.
Get it from the QC plugins repository
_1024_Ribbon QC Plugin
Posted in QC plugins, software with tags qc on July 1, 2014 by Francois WunschelCalibrrrration
Posted in experimental on July 1, 2014 by Francois WunschelSummer !
Now I have the time to tinker with projector calibration
and automatic matching …
Here, matching a 3d mesh on its 2d print…
Quantulus
Posted in Quantum on June 19, 2014 by Francois Wunscheltesting Quantum on the Occulus Rift using DomePort
Quantum : almost over
Posted in Quantum on June 19, 2014 by Francois WunschelAlmost the final days of Quantum at the SAT – end on June 27th –
Quantum Day -1
Posted in event / project, Quantum with tags immersion on May 21, 2014 by Francois WunschelTomorrow is the grand premiere of Quantum at the SAT, Montreal.
The show will be running every night – or so – for 5 weeks, so stop be if you’re in the area ..
Quantum Protection Shield
Posted in event / project, Quantum with tags openGL on April 30, 2014 by Francois WunschelVideo game style
MAD_Line Evolution
Posted in video mapping on April 10, 2014 by Francois WunschelTonight, Pier will be testing the new MAD_Line in Tours.
Demolition Mapping
Posted in demolition mapping, video mapping with tags architectural mapping, madmapper, open gl on April 10, 2014 by Francois WunschelTo be presented at the Mapping Festival in Geneva, 23-24 May 2014.
Running realtime, as you might have guessed …
We just received our new Mac Pro, so we’ll be pulling out a massive 2800 * 3000 pixels resolution syphoned into MadMapper, outputting on 6x HD 20k beamers. At 60FPS. Yeah.
$hadow$
Posted in demolition mapping, video mapping with tags openGL on March 19, 2014 by Francois WunschelFinally … realtime shadows…
___________ 2
Posted in experimental with tags GLSL on February 28, 2014 by Francois WunschelFriday, time to combine one week’s work.
These GLSL snaps use:
– Environment Reflection
– Baked Ambiant Occlusion
– Phong Lighting
– Custom Wireframing
– Normal Mapping
– Radial Blur (in a separate pass)
– Geometry Morphing on the GPU