Archive for the 'Projects' Category

Film Shaders

Saturday, October 6th, 2007

I spent the better part of friday reverse engineering old color film 1/2 and 3 strip processes into GLSL shaders. Ive got a few more to go but im pretty happy with the look so far. Original Technicolor System 1 Technicolor System 3

Some news

Thursday, October 4th, 2007

Ive been doing some consulting and installation work for Lincoln Schatz and installed a Pure Data/GEM piece for the Bitforms gallery in NYC that helped made Digg /Gizmodo headlines : (its the 4 60″ plasma setup that is the first pic – a very lovely video memory/collage work.) Digg, Gizmodo, Tech E Blog. – $8.5 […]

Glitch Shader

Monday, September 3rd, 2007

Another shader, another day. Also using this in a surprisingly nice way for the Tibetan Book of the Dead project, but was meant for more contemporary visuals. Music by

Chromatic Aberration

Sunday, September 2nd, 2007

I’ve been working incredibly hard to finish up the Tibetan Book of the Dead project, and I’ve been developing some new shaders for the show. Here is one, a fairly simple chromatic aberration filter (its really a variable zoom on each color channel, zoom in a bit on red, out a bit on blue, and […]

Tibetan Book of the Dead

Tuesday, August 21st, 2007

I’ve been working quite hard the past few months on putting together the technical back end, graphics, cueing and 3D component to an upcoming show at the Asia Society in NYC. Fortunately Ive had some excellent 3D modelers helping me, and some nice assets to work with. Im quite excited about it. The patch really […]


Friday, August 10th, 2007

Kaaaannneeeeeeeedddaaa !!!!!!!!! AIIIEEEEE *BOOM* So I’ve been meaning to try and emulate a shutter/long exposure effect in realtime that captures and holds light above a certain threshold, similar to the light trails in Akira. Long and beautiful, while the background still retains its full speed motion. Ive managed to create a GPU effect that runs […]

Ease in Ease out

Friday, August 10th, 2007

Ease functions make camera motions/animations seem more natural by easing in and out the motion. Most Max objects (line,bline, etc) create perfectly nice linear ramps, but they seriously look mechanical. This can be great for a particular look (Im thinking of Autechre videos here.. *sigh*), but sometimes you want a more traditional and natural look. […]

Shaders Beta 1 released

Wednesday, July 4th, 2007

Hi. Ive released a beta set of shaders, most of which ive shown on the blog. So ive you were interested in checking them out and getting your hands dirty, check them out: has the stuff. Thanks.

Parallax Mapping

Friday, June 29th, 2007

Parallax Mapping is a newer and more advanced technique using both normal maps and height maps. Ive altered the parallax mapping code from : Scott Douglas’s parallax mapping study. My version uses a height map embedded in the normal maps alpha channel and cuts down on a few operations and variables. This is fun. Ive […]

Normal Map update

Tuesday, June 26th, 2007

Now properly uses multitexturing. Texture 0 is the regular diffuse map, texture 1 is the normal Movie:

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