Plasma Ball HMD + Leap
The Plasma Ball Prototype explores skeleton tracked hand interactions in VR and AR.
Tech Art
The Plasma Ball Prototype explores skeleton tracked hand interactions in VR and AR.
This is a music visualization I made for a song from our (currently unnamed) band. The track was from a…
Below are some pics and video of the Super I Am 8 Bit Gallery Show where I installed a series of…
A couple animated gifs from the night we took our game Happy Action Theater across the street to Bar Basic….
Java Applets feel outdated and archaic, especially with the explosion of powerful javascript rendering libraries like three.js. However the upload…
[applet width=640 height=400 code=”step08_rollovers” file=”http://drewskillman.com/blog/wp-content/uploads/2012/02/step08_rollovers.jar”] A quick test! [/applet]
Here are some paintover / concepts I did around the half-way point of Iron Brigade (aka Trenched)
We took an xbox, kinect, and capture setup to the bar across the street from Double Fine. It was super…
Fly Eye – my experiment in creative coding is out on iPhone. It’s simple, but I wanted to take something…
Jon Hable gave a phenomenal speech at GDC 2010 last year that drove home for many people the importance of…
Another processing experiment that drives particle forces and OpenGL shaders with audio.
This script generates the Maya particle disk cache format. I’ve been wanting to be able to do this for quite…
HLSL implementation of hair/grass using the “concentric spheres” technique. This version expects a per vertex force component to be passed…
HLSL implementation of hair/grass using the “concentric spheres” technique. This version uses vertex data channels to control hair length, hair…
Normal map and Relief Maps are blended in this shader. Depth, Diffuse, Specular and Normal maps are modulated based on…
This implementation of Fabio Policarpo’s Curved Relief Mapping uses a modified version of the CG shader he developed. Like standard relief…