Moldsville

January 30th, 2010

Mold-style growth, from the edges.

Vanishing Point

January 29th, 2010

By Takuya Hosogane of Bonsajo.

[Via Kitsune Noir.]

City of Ten Thousand Objects

January 26th, 2010

Count ‘em, 10000.

With the octree this only took an hour to generate.

Update: Okay, so I counted, and there are only 9,999. My bad.

Bear of Cubes

January 24th, 2010

It’s about time somebody made a bear out of cubes.

Not much of a bear, really. It can’t be blamed for that, but I can.

The Cube of all Cubes

January 23rd, 2010

Here are 2500 cubes all smushed into another cube without overlapping, which I accomplished by means of a cleverly-arranged series of object-oriented whistles and knobs in just over two of your Earth minutes.

Continued »

Octree Test

January 9th, 2010

Chart showing octree superiority

That’s mathematics, son. You can argue with me, but you can’t argue with figures.

Commentary and code follows.
Continued »

Expanding Octree

January 6th, 2010

Another visualization of an octree expanding to encompass an increasingly wide-spread array of points, coded in Python for Maya using Pymel.

Live Octree

January 6th, 2010

Normally octrees start large and subdivide. This is fine for static scenes, or scenes in which the boundaries are known, or scenes managed by reasonable people.

Being perverse, I decided to make an octree that could adapt to its circumstances, and grow extra layers if necessary to accommodate objects beyond its limits.

This, my friends, is what we are witnessing here today. The first live, growing octree ever captured on film. By me.

As locators generate, this octree subdivides to keep any node from holding more than 10 at once. If a locator generates outside of the octree, the tree grows super-nodes until the point is contained.

Random Octree

January 5th, 2010

As my cubitecture expands, brute-force collision detection becomes ever more ridiculous. Above is a test visualization of an octree space-partitioning scheme, which I’ll modify for use in my block-placement code.

Code follows:
Continued »

Sprawl

January 5th, 2010

2500 iterations, each one hand-polished and placed by skilled craftsmen in Singapore.

No overhangs, finally. I know *I’m* relieved.

Barrels and Groins

December 3rd, 2009

Vaults are just arches who don’t know when to quit.

City engine – main road|post

December 1st, 2009

A technical demo posted by Arman Yahin, vfx director and head of Moscow studio main road|post.

Fort Casbah

November 30th, 2009

A convoluted cacophony of cantilevered cubitecture.

Jelly Sunday

November 25th, 2009

Gobelins keeping it real for Annecy 2009.

Awesome bloopy 2D animation, very heavily Ren-and-Stimpified — such a relief after so much 3D. I would trade a million high-tech 3D pieces for a few more like this.

I do miss Ren and Stimpy.

[Via Motionographer.]

Fort Escher

November 24th, 2009

This outpost was poorly-constructed and very difficult to defend, and consequently was sacked repeatedly by cyan and magenta spotlights.