Articles about 3D’

Nov 29, 2010

Goin’ Bananas with Kinect, OpenKinect, C++ & Irrlicht

Posted by Dennis in 3D, Kinect 2 comments

Finally got to mess around with the Kinect I bought. It’s a great opportunity to do something non-web, non-device based. My first experiment with it is absolutely useless but it gave me the opportunity to familiarise myself with OpenKinect, Irrlicht (3D engine) and C++. Here’s the result: The video quality is rather poor and sped [...]


Nov 2, 2010

Min3D for Android: Fog

Posted by Dennis in 3D, Android 1 comment

NOTE: This OpenGL ES 1.1 framework isn’t maintained anymore. Check out the OpenGL ES 2.0 Rajawali framework which also supports live wallpapers. Here’s something I just added to Min3D: fog. Just a few lines of code are needed: scene.fogColor(new Color4(0, 0, 0, 255) ); scene.fogNear(10); scene.fogFar(40); scene.fogEnabled(true); You can download the .apk containing all the examples [...]


Nov 2, 2010

Min3D for Android: Loading Multiple MD2 files

Posted by Dennis in 3D, Android No comments

NOTE: This OpenGL ES 1.1 framework isn’t maintained anymore. Check out the OpenGL ES 2.0 Rajawali framework which also supports live wallpapers. This was a request from a Min3D user. It’s a short tutorial about how to load multiple animated MD2 files with Min3D. If you don’t know what MD2 files are, then read this. The [...]


Oct 21, 2010

Min3D for Android: Sky Box Tutorial

Posted by Dennis in 3D, Android 9 comments

NOTE: This OpenGL ES 1.1 framework isn’t maintained anymore. Check out the OpenGL ES 2.0 Rajawali framework which also supports live wallpapers. I’ve justed committed a new class to the Min3D repository on Google Code: SkyBox. Here’s how to use it: public void initScene() { /** * Create a new Skybox. The first parameter specifies the [...]


Oct 7, 2010

Unused WebGL Presentation made with WebGL

Posted by Dennis in 3D, Speaking, WebGL 6 comments

I made this one for an internal presentation about WebGL. I did the presentation but for some reason I used plain old powerpoint slides. Don’t ask. It’s made with GLGE, JSTweener and the Blender to WebGL Exporter. I guess it could use a bit of optimisation here and there. Oh, and I have tested it [...]


Aug 10, 2010

Using WebGL & GLSL Shaders to Create a Tunnel Effect

Posted by Dennis in 3D, WebGL 8 comments

Now here’s something that’s been done a thousand times before in a thousand different ways! Sometimes it’s good to re-invent the wheel so you can learn something new My purpose for this demo was to experiment with vertex and fragment shaders. They’re very powerful tools that allow you to create the most amazing effects. Click [...]


Aug 5, 2010

More WebGL Exploration: Visualising Mutual Twitter Friends with X3DOM

Posted by Dennis in 3D, WebGL 6 comments

After the WebGL BoF at Siggraph I spoke to some people from the Web3D consortium and the Fraunhofer institute. This was quite interesting. The Fraunhofer institute is working on an X3D WebGL implementation called X3DOM. Basically it means that you can set up a 3D scene as part of any HTML5 DOM tree. This should [...]


Jul 27, 2010

Speaking at Siggraph 2010

Posted by Dennis in 3D, Speaking, WebGL 1 comment

Tomorrow I’m off to Los Angeles do one of the WebGL BoF talks at Siggraph. I’m very excited to be part of this. My talk will be about the opportunities WebGL has to offer to us as a creative agency. I’ve been working with WebGL a lot lately. A lot of experimentation but also some [...]


Jul 23, 2010

Visualizing Last.fm data with WebGL, GLGE, jQuery

Posted by Dennis in 3D, WebGL 3 comments

I’m a jQuery newbie so I thought I’d try it out in combination with WebGL. It makes a great example together with the GLGE library for WebGL. Mind you, there are better ways to do tunnels in 3D. This demo is meant to demonstrate how specific things work with GLGE. An explanation of what’s going [...]


Jun 23, 2010

Hands-on WebGL: Basic GLGE Tutorial

Posted by Dennis in 3D, WebGL 5 comments

In a previous tutorial I explained how to draw a triangle on the screen with pure low-level WebGL. A lot had to be done before anything could be drawn to the screen: define shaders, set up matrices, create shader programs, depth testing, vertex attributes, etc. Pretty interesting stuff if you’re into the technical details of [...]