HDR Rendering -- WebGL Meetup

Lars and I were proud to present at the meetup hosted by the Khronos NY Chapter. Here are the slides we promised: Introduction to HDR…

September's Cool Things

At Floored we read a lot of different stuff from all over the web. Each month we put together a list of the coolest stuff we've seen…

September's Cool Things

At Floored we read a lot of different stuff from all over the web. Each month we put together a list of the coolest stuff we've seen…

Implementing a "sketch" style of rendering in W...

At Floored, our main rendering pipeline aims for realism and is great for many different applications. However, real-time photorealistic…

Implementing a "sketch" style of rendering in w...

At Floored, our main rendering pipeline aims for realism and is great for many different applications. However, real-time photorealistic…

Order Independent Transparency with Interlaced ...

Back in November, Morgan McGuire et al published a paper which provides a great overview on Order Independent Transparency, a thorough…

Node-Oculus Goes Open Source

Node-oculus is a simple node.js add-on that we are open-sourcing for interfacing with the Oculus Rift. While there are a number of open…

WebGL Deferred Shading

We recently saw this great post about using the WEBGL draw buffers extension for deferred shading and wanted to share our current approach…

Luma Demo 3

As the year draws to a close, we continue to make progress on Luma, our webGL engine ( Demo 1 , Demo 2 ). Check out the latest space, the…

Implementing 3 Screen Space Ambient Occlusion M...

How do we get movie-quality lighting in real time? Traditional 3D pipelines take a number of shortcuts when simulating lighting in a scene…

Luma Demo 2

HDR in WebGL

What is HDR? It's very common in computer graphics to represent images in a format known as RGB. One of the largest issues with this format…

Luma Demo 1