_1024_Ribbon QC Plugin

Posted in QC plugins, software with tags on July 1, 2014 by Francois Wunschel

As requested from the comments section.
Get it from the QC plugins repository

_1024_Ribbon_00

Calibrrrration

Posted in experimental on July 1, 2014 by Francois Wunschel

Summer !
Now I have the time to tinker with projector calibration
and automatic matching …

Here, matching a 3d mesh on its 2d print…

calib-1

calib-2

calib-3

Quantulus

Posted in Quantum on June 19, 2014 by Francois Wunschel

testing Quantum on the Occulus Rift using DomePort

Quantum_Occulus_01

Quantum : almost over

Posted in Quantum on June 19, 2014 by Francois Wunschel

Almost the final days of Quantum at the SAT – end on June 27th –

QUANTUM_4

Quantum Day -1

Posted in event / project, Quantum with tags on May 21, 2014 by Francois Wunschel

Tomorrow 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 ..

SAT-04

Quantum Protection Shield

Posted in event / project, Quantum with tags on April 30, 2014 by Francois Wunschel

Video game style

SAT_shield

MAD_Line Evolution

Posted in video mapping on April 10, 2014 by Francois Wunschel

Tonight, Pier will be testing the new MAD_Line in Tours.

PointHautby1024-small

Demolition Mapping

Posted in demolition mapping, video mapping with tags , , on April 10, 2014 by Francois Wunschel

To 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.

demolition_contact

$hadow$

Posted in demolition mapping, video mapping with tags on March 19, 2014 by Francois Wunschel

Finally … realtime shadows…

shadow

shadow2

shadow3

___________ 2

Posted in experimental with tags on February 28, 2014 by Francois Wunschel

Friday, 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

cubix5
cubix2
cubix3
cubix4