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Neptune 3D

Neptune 3D real-time 3D engine homepage.

http://www.neptune3d.net/

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CONTACTS AT NEPTUNE3D.NET

kevin boulanger

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kevin boulanger

8700 Mai●●●●●●●●mit Blvd

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Or●●do , Florida, 32810

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bo●●●●●●@gmail.com

View this contact

kevin boulanger

8700 Mai●●●●●●●●mit Blvd

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Or●●do , Florida, 32810

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Neptune 3D real-time 3D engine homepage.

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1

N3D Editor

http://www.neptune3d.net/n3deditor.html

This page is still under construction.

2

Neptune 3D

http://www.neptune3d.net/index.html

Neptune 3D is a 3D real-time engine designed primarily for rendering on several types of screens, from simple one-monitor configurations to auto-stereoscopic screens and immersive multi-display environments. It is based on a scene graph to represent the rendered scene and the display pipeline. Rendering on multiple screens is just a matter of creating additional graph nodes to describe the characteristics of the additional viewports. Progress of the new website construction! Nov 22, 2007.

3

Neptune 3D Features

http://www.neptune3d.net/features.html

Engine is build with extensibility in mind. It is still under heavy development but is already usable for projects such as nature rendering. Designed to support several operating systems such as Windows and Linux). Currently, the Windows platform is fully managed. Designed to change the renderer easily). Currently, OpenGL is supported and a DirectX implementation is planned. Supports rendering on several screens, several windows, several viewports simultaneously and in stereo if desired). Mesh primitives...

4

Neptune 3D Screenshots and Videos

http://www.neptune3d.net/screenshots.html

This page presents some screenshots and videos made with. These images do not present the whole set of features of the engine yet but more images are coming soon. Grass rendering demo video - High definition, 1280x720 (150 MB, WMV9). Grass rendering demo video - Low definition, 640x360 (37.6 MB, WMV9). Tree rendering demo video, 640x480 (19.7 MB, DivX 6). Stereo rendering with three projectors. These pictures were taken in the Immersia room of the Bunraku team. Many of the following models are from DAZ 3D.

5

Neptune 3D Nature Rendering

http://www.neptune3d.net/nature.html

This page is still under construction.

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LINKS TO THIS WEBSITE

kevinboulanger.net kevinboulanger.net

Kévin Boulanger's Homepage

http://www.kevinboulanger.net/index.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Update of the Links page. May 21, 2009. Page has been updated and contains now many more links (documentation, books, 3D models, 3D engines). New page on high-frequency shadows for real-time rendering of trees. April 16, 2009. PhD thesis defense done at INRIA in France. November 16, 2008. Or using this direct download link. August 5, 2008. My written thesis is finally online! You can find it on this page. July 25, 2008.

kevinboulanger.net kevinboulanger.net

Rendering Grass Terrains in Real-Time with Dynamic Lighting

http://www.kevinboulanger.net/grass.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Rendering Grass in Real Time with Dynamic Lighting. Our method supports three levels of detail, so allows rendering at any distance from the grass. Here are some results (click on the thumbnails to see larger images):. Here is an example of rendering showing the first kind of shadows:. Here is an example of rendering showing the shadows on grass blades cast by neighbor blades:. The speeds we claim are for the WORST case.

kevinboulanger.com kevinboulanger.com

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.com/treeshadows.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. High-Frequency Shadows for Real-Time Rendering of Trees. The following images show a comparison between renderings without and with high-frequency shadows. Both images feature low-frequency lighting, translucency and indirect lighting. Click on the images to see the full-size renderings. We base our method on a texture cube map, called. At rendering time, for each rendered point of each leaf (P1 and P2 for example in th...

kevinboulanger.com kevinboulanger.com

Links

http://www.kevinboulanger.com/links.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Personal, friends and blogs. Is a website about English civilization maintained by my sister (in French). It contains abundant information about England, Ireland, United States, Australia, Scotland and Wales. It contains dictionaries in several languages in several domains. It also contains many pictures taken in our travels in several of these countries,. Image-Based Modeling and Rendering of the Human Eye. Image loadi...

kevinboulanger.com kevinboulanger.com

Kévin Boulanger

http://www.kevinboulanger.com/atip.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Automatic Tour Into the Picture. Here are some results (click on the thumbnails to see larger images). The original image is at the top left corner, the three other images are rendered from another point of view using OpenGL. The software is made of two parts,. The navigator has a single purpose: it reads the content of an. ATIP: A Tool for 3D Navigation inside a Single Image with Automatic Camera Calibration.

kevinboulanger.net kevinboulanger.net

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.net/treeshadows.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. High-Frequency Shadows for Real-Time Rendering of Trees. The following images show a comparison between renderings without and with high-frequency shadows. Both images feature low-frequency lighting, translucency and indirect lighting. Click on the images to see the full-size renderings. We base our method on a texture cube map, called. At rendering time, for each rendered point of each leaf (P1 and P2 for example in th...

kevinboulanger.net kevinboulanger.net

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.net/trees.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Rendering Trees with Indirect Lighting in Real-Time. The contribution of indirect lighting is of high importance within a set of leaves due to the large number of reflections and transmissions of light that take place in this set. The following images show a comparison between a photo of a real tree and our rendering method. We are able to reproduce the different lighting effects inside the tree. Direct from the sky only.

kevinboulanger.net kevinboulanger.net

Kévin Boulanger

http://www.kevinboulanger.net/atip.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Automatic Tour Into the Picture. Here are some results (click on the thumbnails to see larger images). The original image is at the top left corner, the three other images are rendered from another point of view using OpenGL. The software is made of two parts,. The navigator has a single purpose: it reads the content of an. ATIP: A Tool for 3D Navigation inside a Single Image with Automatic Camera Calibration.

kevinboulanger.com kevinboulanger.com

Kévin Boulanger's Homepage

http://www.kevinboulanger.com/index.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Update of the Links page. May 21, 2009. Page has been updated and contains now many more links (documentation, books, 3D models, 3D engines). New page on high-frequency shadows for real-time rendering of trees. April 16, 2009. PhD thesis defense done at INRIA in France. November 16, 2008. Or using this direct download link. August 5, 2008. My written thesis is finally online! You can find it on this page. July 25, 2008.

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Neptune 3D

Neptune 3D is a 3D real-time engine designed primarily for rendering on several types of screens, from simple one-monitor configurations to auto-stereoscopic screens and immersive multi-display environments. It is based on a scene graph to represent the rendered scene and the display pipeline. Rendering on multiple screens is just a matter of creating additional graph nodes to describe the characteristics of the additional viewports. Progress of the new website construction! Nov 22, 2007.

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IXTROM Group

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neptune463's blog - Blog de neptune463 - Skyrock.com

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