In order to help Arch for a competition during the ISE Amsterdam, I developed a tool to setup an interactive corridor: an OpenGL room mapper based on a set of LED screens with different resolutions ans sizes, plus a multiple 3D cameras setup.
Sci-Fi Corridor 02.26.2018
Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.
MobileKit for iOS & Android 05.28.2016
I recently uploaded a bunch of props on Sketchfab.
EsperV3 & Other Props 05.04.2016
UPDATE – 16 JUNE 2017
http://pointcloudsandbox.cornflex.org PointCloud Sandbox 05.04.2016
April 18, 2016
I finally found some time to port one of my full SWF 3D website made in 2011 into new web standards.
Away3D to ThreeJS 04.18.2016
April 12, 2015
UPDATE May 24, 2018
Here is “Escape from Olympus”, another shot done rendered with
and # houdini , # redshift for models, # 3dsmax for texturing. # substancepainter To The Realm of Hades 04.12.2015
A dedicated page is now available at
BR9732.COM Blade Runner 9732 09.30.2014
August 10, 2014
Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
Fluids through Marching Cube algorithm 08.10.2014
I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.
Black Hole 0.1 to Newtonian Sandbox 05.16.2014
August 2, 2014
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity scene?
GPU SkinnedMesh Instancing 08.02.2014