mfdesigner

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About mfdesigner

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  1. Introducing our new WebGL Inverse Kinematics animation design tool. (1) It is based on FABRIK iterative solver, many times faster than traditional Jacobian solver such as iTaSc. (2) allows you to save and reuse poses and animation. (3) enabling collision detection for end-effectors allows you to automatically adjust walk cycle over tilted surfaces. A short tutorial video shows how it works: Visit Petri-Dish to play with the above IK Hand and see what other gestures you can create. oTakhi Platform is a cloud-based, top-down, object-oriented, web application and game development tool featuring the latest web technologies. Visit https://www.otakhi.com to learn more.
  2. The ability to perform Remote Procedure Calls (RPC) is the key enabler for supporting complex distributed web applications and games over our software object distribution framework, where multiple software agents in different roles can conduct business via diverse communication acts. Unlike traditional RPC where a few developers dictate its design and consequently limiting the scope of distributed applications, our system allows any user to create his own RPC executable by any remote host. Essentially, it is server-mediated Peer-to-Peer Remote Procedure Calls. A user initiates a call by specifying the software components to be pre-loaded from our repository, a remote script acting as application logics, its input parameters, and a short greeting. Once it is executed with peer's permission, the result is immediately returned to the caller using Server Sent Event with near real-time performance. Our RPC's workflow looks like this: Here is the tutorial video on how to set it up... Visit https://www.otakhi.com/archive to see all our previous tutorial videos.
  3. Our web application and game development environment was designed from ground up to fully utilize the next-generation multi-touch-capable user interfaces and devices.
  4. Our revamped particle system now uses GPU instancing across the board. It is now also possible to chain particle effects together to create emitter of emitters of emitters........
  5. Star Trek: Enterprise... Boldly go where no man has gone before... even at night.
  6. Use many other post-processing effects to enhance the visual impact of your scene.
  7. Using Bloom post-processing to enhance the intensity of an explosion.
  8. I'd like to introduce our new Bloom post-processing filter featuring: (1) Gaussian blur without fading intensity, (2) Dynamic global average luminance calculation for better mimicking human perception, (3) Selective application - apply bloom to only selected set of meshes. (4) All done on GPU for real-time performance Here is a video to demonstrate its effectiveness. Enjoy.
  9. I would like to introduce the release of our Molecule Pack Development Template for creating custom molecules for extending our framework. Our engine allows app developers to define custom Object Design and Object Semantic interactively in a top-down fashion. Unlike conventional bottom-up approach where low level OO design are dictated by a few developers which often results in rigid workflow limited to a set of fixed API. Here is a short video demonstrates the potential of Molecule pack development. Because of our top-down approach, our engine is technology-agnostic. Molecule packs can be created by wrapping libraries built on drastically different technologies (e.g. three.js, babylon.js, or even raw WebGL) Visit our technology showcase here: https://otakhi.tumblr.com/
  10. Three.js blender exporter has settings for flipping axis. They are located at lower left hand corner of the export pane.
  11. Controlling 3 octaves of Perlin, Fractal, and Curl noise to increase the entropy of a Navier-Stokes simulation.
  12. Physically based modeling and animation of tornado... built using our real-time Navier-Stokes simulation engine which runs entirely on the GPU.
  13. Physically based Tornado animation using our real-time fluid simulation engine... closely following this thesis by DWIVEDI. The funnel shape is art-directable and follows the spline path drawn by a user.
  14. After extended tuning of temperature color palette and other light scattering parameters, i was able to produce much better result. The detail of the blast cloud is now much more pronounced. This simulation was performed on a 93 x 143 x 37 grids. Thanks to vorticity confinement and sample jittering, I was able to artificially create more details from limited number of grids.
  15. This nuclear explosion effect is built using our real-time fluid simulation engine in combination with the following techniques: (1) Perlin noise turbulence (2) Sample jittering (3) Anisotropic scattering (4) Multiple forward light scattering (5) Full implementation of Blinn-Phong optical model (6) Dynamically injecting density, temperature, divergence to create expansion upon fuel ignition and later contraction. To see it in action, view this project in PetriDish - our free online editor.