The prototype Calum Murray and I developed for this project is a scene that extents the HIVE room into the screen. Two displays are placed inside that room. A PlayStation Move controller is mapped one to one inside the virtual space. The sphere colour of the virtual PlayStation Move controller is the same colour as …
Real-Time Hair Rendering
On my master thesis I worked at the Research and Development department of Animation Institute of Filmakademie Baden-Württemberg in Ludwigsburg.
My task was to implement real-time hair rendering within the Open Source Filmakademie Animation Framework Frapper. The hair rendering is based on a small number of guide strands and a scalp mesh, which are …
Hungry Hungry Ninja was the first game project I did at my studies for the Professional Master in Games Development at University of Abertay Dundee. I was the only programmer. My two team members were Olympia Mavridou (Artist and Game Design) and Brian Diamond (Sound). In the first semester we managed to develop a prototype …View full post
In the winter semester 2013/2014 I was working on a project with the Oculus Rift Development Kit. Purpose of the project was to get to know the Oculus Rift and see what is possible with it. Additionally, it was important for me to find out, which technical problems still need to be solved before VR …View full post
The Kooliseum is the ultimate Rap(p) game. The Moo Tang Clan developed the game in 48 hours at the Global Game Jam 2013. Making the game in 48 hours was a great experience. It was nice to see what a team of 5 developers can make in that short time frame. Our tool for making …View full post
At my Games Development course at University of Abertay Dundee I had the opportunity to improve my DirectX 11 prototype, which I developed for my Bachelor thesis. I added occlusion culling, displacement mapping, mesh rendering and Phong Shading with specular highlights. The developed prototype can be seen in the two following videos.
The mesh on the …
Adaptive Terrain Rendering using DirectX 11 Shader Pipeline
My thesis is about the development of a terrain rendering algorithm that uses the DirectX 11 shader pipeline for rendering and the ability of DirectX 11 to render a view-dependent level of detail system. The basics of terrain rendering and level of detail systems are described and previous …
My first project in my studies at Hochschule der Medien Stuttgart I did in cooperation with Spiral Studios and architect Klaus von Bock. We worked on it from March 2009 to July 2009. The project was about a virtual and interactive inspection of architecture. Achieving the best possible visible quality was of particular importance. It …View full post
My second project I did at Hochschule der Medien Stuttgart was to explore different parallelization techniques and to test their use for game development. At this project I worked together with my classmate Kay Plößer. The idea to make this project had our professor Walter Kriha.
In the past traditional games used a single-threaded loop to …
In my internship at Acony I had the opportunity to learn the level design basics of the Unreal Development Kit (UDK). A big thank you goes to Mikhail Kadikov, who taught me the basic skills of level design with the Unreal Engine. As a result I created a map for the UDK. The map can …View full post
May 14 2013
Permanent link to this article: http://www.markusrapp.de/project-prototype/
May 12 2013
To be able to implement the Ortho-stereo effect I needed to find out how I can do face-tracking inside Unity. Move.me has no face tracking functionality implemented. It only delivers the camera images. Face-tracking needs to be calculated on the PC.
Face-tracking in Unity can be done with OpenCVSharp or FaceAPI. First I tried to use …
Permanent link to this article: http://www.markusrapp.de/face-tracking-in-unity-3d/
May 12 2013
After I have solved the problem with using PlayStation Move inside Unity I needed to find out how I can use stereoscopic 3D (S3D) inside Unity.
One option is to use iZ3D. In Unity nothing changes compared to the normal 3D application. iZ3D creates the S3D effect. The only parameters that can be configured are Separation …
Permanent link to this article: http://www.markusrapp.de/stereoscopic-3d-inside-unity-3d/
May 12 2013
For the prototype for my innovation project Motion Control in Combination with Stereoscopic 3D, I decided to use Play Station Move. The reason for that was that Play Station Move allows to track acceleration, rotation and position of the controller. Additionally, the video stream of the Play Station Eye can be used for head-tracking, which …
Permanent link to this article: http://www.markusrapp.de/move-me-and-unity-3d/
May 12 2013
For my Innovation and Professional Development Project I made a lot of research about stereoscopic 3D (S3D). This post will be about all the interesting information I found about the topic.
First let’s talk about why I did research about S3D. First I think that S3D is the next step in gaming graphics. Additional depth makes …
Permanent link to this article: http://www.markusrapp.de/stereoscopic-3d-in-games/
May 03 2013
The current generation of consoles introduced motion controlled games to the main market. This blog entry is about the technical background of the three different motion controllers from Nintendo, Sony and Microsoft. For using this devices in the HIVE I have one restriction. The devices have to be usable on the PC. It is not …
Permanent link to this article: http://www.markusrapp.de/motion-control/
May 03 2013
This is my first blog entry for my Innovation and Professional Development project at Abertay University. I was supposed to do a weekly entry about my on-going research what I did not manage to do. This was mainly a time management problem. I was mainly focused on implementing a prototype and totally forgot that I …
Permanent link to this article: http://www.markusrapp.de/innovation-and-professional-development/
Feb 05 2013
It has been a long time since my last post. It was over a year. When I created my homepage I didn’t plane to wait that long until I write my next post. But it happened. I was really busy last year. I started to study Computer Science and Media (Master of Science) in Stuttgart …
Permanent link to this article: http://www.markusrapp.de/im-still-alive/
Permanent link to this article: http://www.markusrapp.de/welcome-to-my-blog/