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<title>(BKcore) Thibaut Despoulain - RSS 2.0 Feed</title>
<link>http://bkcore.com/</link>
<description>Website of Thibaut Despoulain, software engineering student at the University of Technology of Belfort-Montbeliard (UTBM), France. Be sure to check out my portfolio, blog and about page.</description>
<lastBuildDate>Sun, 03 Nov 2024 22:17:12 +0100</lastBuildDate>
<language>en-us</language>

<item>
<title>Guardians of Atlas - Rendering and Frame Breakdown</title>
<link>http://bkcore.com/blog/3d/guardians-of-atlas-rendering-frame-breakdown.html</link>
<guid>http://bkcore.com/blog/3d/guardians-of-atlas-rendering-frame-breakdown.html</guid>
<pubDate>Sat, 24 Sep 2016 01:18:21 +0200</pubDate>
<description><![CDATA[ <p>For the past few years at <a class="pagelink" target="_blank" href="https://artillery.com">Artillery</a> I've had the opportunity to lead the Rendering, Lighting and Post-Processing pipeline on <a class="pagelink" target="_blank" href="https://guardiansofatlas.com">Guardians of Atlas</a> among many other projects. Hereâ€™s a quick overview of what a frame looks like in our compositor.
</p>

<div class="introthumb"><iframe width="594" height="334" src="http://www.youtube.com/embed/-rV78VUzO94?vq=hd720" frameborder="0" webkitAllowFullScreen allowfullscreen></iframe></div>

<p>Head past after the break for more details on a couple of my favorite techniques I got to implement in Guardians of Atlasâ€™ engine (warning: big images).</p> ]]></description>
</item>
<item>
<title>HexGL, playable on Chrome for Android and FirefoxOS!</title>
<link>http://bkcore.com/blog/3d/hexgl-firefox-os-chrome-android.html</link>
<guid>http://bkcore.com/blog/3d/hexgl-firefox-os-chrome-android.html</guid>
<pubDate>Sat, 30 Nov 2013 23:34:41 +0100</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/hexgl-firefox-os-chrome-android.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.hexgl.mobile.jpg"></a>
<h4>Yay!</h4>
<p>This has been waiting on HexGL's git repo for too long. Now that WebGL is on by default on Chrome and a few Firefox OS devices are out in the wild, it's time for me to publicly release the mobile version of HexGL!<p>
<p>This edition features a mobile-optimized rendering pipeline, lower resolution assets and touch/motion controls</p>
<h4>Links</h4>
<p><a class="pagelink" target="_blank" href="http://ffos.hexgl.bkcore.com">Play it on your Android or Firefox OS device here via any WebGL-enabled mobile browser!</a></p>
<p>As for the source code, you can check it out on Github in <a class="pagelink" target="_blank" href="https://github.com/BKcore/HexGL/tree/dev">the dev branch of HexGL's repo</a>.</p>
<h4>Notes</h4>
<p><strong>Please note that this version is highly experimental and might not work at all on certain device.</strong></p> ]]></description>
</item>
<item>
<title>Bringing high quality games to your browser w/ Artillery!</title>
<link>http://bkcore.com/blog/general/artillery-project-atlas-hq-games-browser-webgl.html</link>
<guid>http://bkcore.com/blog/general/artillery-project-atlas-hq-games-browser-webgl.html</guid>
<pubDate>Thu, 19 Sep 2013 19:01:58 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/general/artillery-project-atlas-hq-games-browser-webgl.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.artillery.jpg"></a>

<p>That's right, I'm now a full-time member of the <a class="pagelink" target="_blank" href="http://artillery.com/team">Artillery Team</a>, eager to push the limits of browser gaming farther every day. I've already spent the last 6 months there as a software engineer intern and WebGL afficionado, working on some sweet rendering techniques, shaping up our WebGL renderer and working on Project Atlas.</p>

<p>Project Atlas is a high quality RTS <a class="pagelink" target="_blank" href="http://blog.artillery.com/2013/09/announcing-artillery-and-day9tv.html">we've been working on</a> with <a class="pagelink" target="_blank" href="http://day9.tv/d/Day9/blog-8-day9-is-making-a-game-with-artillery-games/">Day[9]</a> that will use the power of HTLM5 and WebGL to provide a top-notch experience through <a class="pagelink" target="_blank" href="http://blog.artillery.com/2013/09/project-atlas-and-the-artillery-platform.html">our very own platform</a>!</p>

<p>Today is the day we unveil our first platform video, showcasing what we've been working on so hard for the past months:</p>

<div class="introthumb"><iframe width="594" height="334" src="http://www.youtube.com/embed/NiCy5igO9-I?vq=hd720" frameborder="0" webkitAllowFullScreen allowfullscreen></iframe></div>

<p>I hope you'll enjoy this video as much as we enjoyed working on it and the platform behind it. Stay tuned on Twitter: <a class="pagelink" target="_blank" href="https://twitter.com/BKcore">Mine</a>, <a class="pagelink" target="_blank" href="https://twitter.com/Artillery">Artillery's</a> and <a class="pagelink" target="_blank" href="https://twitter.com/Day9">Day[9]'s</a>.</p> ]]></description>
</item>
<item>
<title>Shdr - Online GLSL shader editor, viewer and validator</title>
<link>http://bkcore.com/blog/3d/shdr-online-glsl-shader-editor-viewer-validator.html</link>
<guid>http://bkcore.com/blog/3d/shdr-online-glsl-shader-editor-viewer-validator.html</guid>
<pubDate>Sat, 01 Jun 2013 20:40:37 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/shdr-online-glsl-shader-editor-viewer-validator.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.shdr.jpg"></a>
<p>Today I'm finally releasing <a class="pagelink" target="_blank" href="http://shdr.bkcore.com/">Shdr</a>, a side project I've been working on for a few months that has been sitting in my GitHub for a while.</p>
<p>Shdr is an online GLSL (ESSL) shader editor, viewer and validator written in CoffeeScript/WebGL that I decided to code while working on HexGL. Indeed, I've been looking for a tool to help me quickly iterate over shader development and didn't find any that would fit my needs.</p>
<p>Head past after the break for the full release notes, info and screenshots.</p> ]]></description>
</item>
<item>
<title>Light baking and automatic UV unwrap with Max</title>
<link>http://bkcore.com/blog/3d/light-baking-auto-uv-unwrap-max.html</link>
<guid>http://bkcore.com/blog/3d/light-baking-auto-uv-unwrap-max.html</guid>
<pubDate>Sat, 23 Feb 2013 14:07:13 +0100</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/light-baking-auto-uv-unwrap-max.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.rtt.jpg"></a>
<p>Having a big mesh composed of a multitude of simple geometry shapes can be long and painful to map UVs for light baking and rendering advanced lighting into a texture can save up a lot of resources when rendering static meshes in real time.</p>
<p>In this tutorial, I'll show you how to automatically unwrap UVs and bake advanced and cost-heavy lighting components (Ambient Occlusion, Shadows, Caustics, Global illumination) into a lightmap texture using Max's RenderToTexture function for later use in a real time rendering pipeline.</p>
<a class="introthumb" href="http://bkcore.com/blog/3d/light-baking-auto-uv-unwrap-max.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/rtt/rtt0.jpg"></a>
<p>Head past after the break to read the complete tutorial.</p> ]]></description>
</item>
<item>
<title>Follow my progress at Belfort's StartupWeekend!</title>
<link>http://bkcore.com/blog/general/follow-progress-belfort-startup-weekend.html</link>
<guid>http://bkcore.com/blog/general/follow-progress-belfort-startup-weekend.html</guid>
<pubDate>Fri, 23 Nov 2012 17:13:54 +0100</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/general/follow-progress-belfort-startup-weekend.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.sw.jpg"></a>

<p>I'll be attending Belfort's StartupWeekend in a few hours.</p>
<p>I've decided to try and kind of "live blog" the event, by posting my impressions and progress as well as some pictures in this article as time goes by.</p>
<p>Be sure to check out this blog post regularly for updates during the weekend!</p>

<a name="swbend"></a>
<h4>We did it!</h4>
<p>That's it, Belfort's Startup Weekend is now over, and our team won, yay!</p>
<p>I know that this article's updates has been pretty sparse since yesterday concidering how little free time we had, but be assured, after I get some sleep and get my mind off, I'll write a more concequent article about the entire project that is GameUP, so stay tuned!</p> ]]></description>
</item>
<item>
<title>HexGL's source code is now on GitHub!</title>
<link>http://bkcore.com/blog/code/hexgl-source-code-github.html</link>
<guid>http://bkcore.com/blog/code/hexgl-source-code-github.html</guid>
<pubDate>Fri, 05 Oct 2012 15:47:29 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/code/hexgl-source-code-github.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.hexglgh.jpg"></a>

<p>Yup, you read it right, HexGL's source code is now available on GitHub.</p>
<p><a class="pagelink" target="_blank" href="https://github.com/BKcore/HexGL">Go check the code out on HexGL's GitHub page</a>, and feel free to submit suggestions, patches or issues!</p> ]]></description>
</item>
<item>
<title>What's next for HexGL?</title>
<link>http://bkcore.com/blog/general/whats-next-hexgl-webgl.html</link>
<guid>http://bkcore.com/blog/general/whats-next-hexgl-webgl.html</guid>
<pubDate>Wed, 26 Sep 2012 14:54:54 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/general/whats-next-hexgl-webgl.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.hexglnext.jpg"></a>

<p>What's coming next for HexGL? What am I working on right now?</p>
<p>Head past after the break to know the answers.</p> ]]></description>
</item>
<item>
<title>(Video) My Adobe User Group NL talk is online.</title>
<link>http://bkcore.com/blog/general/adobe-user-group-nl-talk-video-hexgl.html</link>
<guid>http://bkcore.com/blog/general/adobe-user-group-nl-talk-video-hexgl.html</guid>
<pubDate>Thu, 20 Sep 2012 13:31:50 +0200</pubDate>
<description><![CDATA[ <a href="http://adobeusergroup.nl/meetings/meeting/online-3d-content?o=onderwerpen/fast-html5-game-development-using-threejs" target="_blank" class="introthumb" title="Watch the video"><img src="http://bkcore.com/orion/uploads/images/augvideo.jpg" alt="AUG talk about HexGL"></a>

<p>Above is a video of my recent talk about <a class="pagelink" target="_blank" href="https://github.com/mrdoob/three.js">three.js</a> and <a class="pagelink" target="_blank" href="http://hexgl.bkcore.com/">HexGL</a> at the <a class="pagelink" target="_blank" href="http://adobeusergroup.nl/meetings/meeting/online-3d-content?o=onderwerpen/fast-html5-game-development-using-threejs">Adobe User Group NL meetup</a>.</p>

<p>In this presentation, I'm talking about game development and workflows when using three.js to make a 3D game, taking my recent work with HexGL as an example.</p>

<p>You can also find my slides of <a class="pagelink" target="_blank" href="http://fr.slideshare.net/thibautfb/html5-game-dev-with-threejs-hexgl">this presentation on slideshare</a>.</p>
 ]]></description>
</item>
<item>
<title>A quick Performance.now() polyfill</title>
<link>http://bkcore.com/blog/code/performance-now-polyfill-timer.html</link>
<guid>http://bkcore.com/blog/code/performance-now-polyfill-timer.html</guid>
<pubDate>Wed, 22 Aug 2012 16:20:00 +0200</pubDate>
<description><![CDATA[ <pre class="brush: js">(function(w){
	var perfNow;
	var perfNowNames = ['now', 'webkitNow', 'msNow', 'mozNow'];
	if(!!w['performance']) for(var i = 0; i &lt; perfNowNames.length; ++i)
	{
		var n = perfNowNames[i];
		if(!!w['performance'][n])
		{
			perfNow = function(){return w['performance'][n]()};
			break;
		}
	}
	if(!perfNow)
	{
		perfNow = Date.now;
	}
	w.perfNow = perfNow;
})(window);

// Usage
console.log(window.perfNow());</pre>

<p>Just a quick performance.now() polyfill since the ones I found were producing "Illegal invocation" errors. This polyfill wraps the performance call inside a function to avoid this.</p>
<p><a class="pagelink" target="_blank" href="https://gist.github.com/3426111">Performance.now() polyfill on GIST</a> ]]></description>
</item>
<item>
<title>Introducing HexGL, a WebGL racing game!</title>
<link>http://bkcore.com/blog/3d/hexgl-webgl-racing-game-html5.html</link>
<guid>http://bkcore.com/blog/3d/hexgl-webgl-racing-game-html5.html</guid>
<pubDate>Thu, 16 Aug 2012 19:06:44 +0200</pubDate>
<description><![CDATA[ <div class="introthumb"><iframe width="594" height="380" src="http://www.youtube.com/embed/se-oorr2zM8?rel=0" frameborder="0" webkitAllowFullScreen allowfullscreen></iframe></div>

<p>This video is a quick trailer for my upcoming WebGL game: <b><a href="http://hexgl.bkcore.com/" target="_blank">HexGL</a></b>.</p>
<p>Read past the break to learn more about it.</p> ]]></description>
</item>
<item>
<title>BKcore.com, now with 20% more RSS Feed.</title>
<link>http://bkcore.com/blog/general/new-rss-feed-feedburner.html</link>
<guid>http://bkcore.com/blog/general/new-rss-feed-feedburner.html</guid>
<pubDate>Mon, 16 Jul 2012 11:52:20 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/general/new-rss-feed-feedburner.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.rss.jpg"></a>
<p>After some e-mail suggestions from my readers, I decided to add a little RSS feed on my blog so you can follow me from your favorite news reader.</p>
<p><a class="pagelink" target="_blank" href="http://feeds.feedburner.com/bkcore-thibautdespoulain">Subscribe to the RSS feed via Feedburner.</a></p>
<p><a class="pagelink" target="_blank" href="http://bkcore.com/blog.xml">Subscribe to the RSS feed directly from the XML.</a></p>
<p><em>RSS icon courtesy of <a class="pagelink" target="_self" href="http://kyo-tux.deviantart.com/">kyo-tux</a>.</em></p> ]]></description>
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<item>
<title>(WebGL) Volumetric Light Approximation in Three.js</title>
<link>http://bkcore.com/blog/3d/webgl-three-js-volumetric-light-godrays.html</link>
<guid>http://bkcore.com/blog/3d/webgl-three-js-volumetric-light-godrays.html</guid>
<pubDate>Wed, 11 Jul 2012 16:35:27 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/webgl-three-js-volumetric-light-godrays.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.godrays.jpg"></a>
<p>This article will be covering the technique behind the volumetric light approximation (VLA) aka godrays I used in my latest <a href="http://bkcore.com/blog/3d/opengl-jungle-viewer-source-utbm.html">OpenGL project</a> to simulate sun shafts, but this time in WebGL, with a point light.</p>
<p>Check out the demo and the code after the break.</p> ]]></description>
</item>
<item>
<title>Moving from Flickr to DeviantART</title>
<link>http://bkcore.com/blog/photography/moving-flickr-to-deviantart-photography.html</link>
<guid>http://bkcore.com/blog/photography/moving-flickr-to-deviantart-photography.html</guid>
<pubDate>Fri, 06 Jul 2012 19:56:50 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/photography/moving-flickr-to-deviantart-photography.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.da.jpg"></a>

<p>With my Flickr pro account expiring in a few days, I came to reconsider other alternatives as Flickr feels more and more outdated and poorly designed compared to other websites providing the same kind of services.</p>
<p>To me, Flickr has become more of an "I'll just stock my photos there" service instead of a place where I'd just share my passion with others. This is mostly explained by its lack of a real community and poorly designed UI and navigation in my opinion.</p>

<h4>So ?</h4>
<p>That is why I've decided to dig up my old DeviantART account, do a little spring cleaning and start using it again.</p>
<p>In the meantime, I'll be using this occasion to test out the 4th version of Lightroom by re-processing some of my older pictures before uploading them to DeviantART again.</p>

<h4>Link</h4>
<a class="pagelink" target="_blank" href="http://bkcreation.deviantart.com/">Follow this transition on my DeviantART page.</a> ]]></description>
</item>
<item>
<title>OpenGL jungle viewer source code and report</title>
<link>http://bkcore.com/blog/3d/opengl-jungle-viewer-source-utbm.html</link>
<guid>http://bkcore.com/blog/3d/opengl-jungle-viewer-source-utbm.html</guid>
<pubDate>Fri, 06 Jul 2012 17:13:02 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/opengl-jungle-viewer-source-utbm.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.junglein.jpg"></a>

<p>In this post, I'll talk about my recent openGL jungle viewer project, giving the source code in the meantime.</p>
<p>Head past after the break to read the full article.</p> ]]></description>
</item>
<item>
<title>OpenGL jungle engine/viewer project (UTBM)</title>
<link>http://bkcore.com/blog/3d/opengl-jungle-engine-project-utbm.html</link>
<guid>http://bkcore.com/blog/3d/opengl-jungle-engine-project-utbm.html</guid>
<pubDate>Tue, 26 Jun 2012 20:25:34 +0200</pubDate>
<description><![CDATA[ <div class="introthumb"><iframe width="594" height="364" src="http://www.youtube.com/embed/4M-wfzuCgvs?rel=0" frameborder="0" webkitAllowFullScreen allowfullscreen></iframe></div>

<p>This video is about one of the imagery projects I was working on for the past 3 months with 3 fellow students at the University of Technology of Belfort-MontbÃ©liard.</p>

<p>The goal of this project was to create a jungle engine/viewer in OpenGL, from scratch. I was in charge of the rendering and post-processing pipeline while also doing a bit of 3D modelling and texturing. This engine may lack important features like normal mapping and true physics, but we're still quite proud of it considering how little time we had to learn the technology and implement it.</p>

<p>Expect some tutorials, more in-depth explanations and the complete source code sometimes in July on my website.</p> ]]></description>
</item>
<item>
<title>WebGL for architecture, an internship at KA-RA</title>
<link>http://bkcore.com/blog/general/internship-kara-webgl.html</link>
<guid>http://bkcore.com/blog/general/internship-kara-webgl.html</guid>
<pubDate>Sun, 25 Mar 2012 17:53:42 +0200</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/general/internship-kara-webgl.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.karaintern.jpg"></a>

<p>In this post, I'll talk about my recent internship at KA-RA, a small startup that dedicates its time at developing real-time 3D software for architectural projects.</p>

<p>My mission there was to develop a real-time 3D web platform to enable architects and students to share, edit and visualize their 3D projects directly in their browser, using the WebGL technology.</p> ]]></description>
</item>
<item>
<title>(WebGL) A RenderManager to handle multiple setups</title>
<link>http://bkcore.com/blog/3d/webgl-three-js-extension-rendermanager.html</link>
<guid>http://bkcore.com/blog/3d/webgl-three-js-extension-rendermanager.html</guid>
<pubDate>Sat, 11 Feb 2012 16:01:54 +0100</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/webgl-three-js-extension-rendermanager.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.threerendermanager.jpg"></a>
<p>After experimenting more with Three.js, and working with more complex scenes and setups, I recently felt the need of a structured manager to handle multiple scenes, cameras and render loops.</p>
<p>Indeed, working with more than one scene/camera/render setup can quickly become messy, juggling with many variables for each setup.</p>
<p>To counter this, I developped a tiny Three.js extension: THREE.Extras.RenderManager. Head past after the break to download and learn more about it.</p> ]]></description>
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<item>
<title>(WebGL) Animated selective glow in Three.js</title>
<link>http://bkcore.com/blog/3d/webgl-three-js-animated-selective-glow.html</link>
<guid>http://bkcore.com/blog/3d/webgl-three-js-animated-selective-glow.html</guid>
<pubDate>Tue, 07 Feb 2012 16:40:20 +0100</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/webgl-three-js-animated-selective-glow.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.threeselectiveglow.jpg"></a>
<p>This time I'm going to explain a way to make specific parts of your 3D object glow, and how to animate those. For this I'll be using THREE.EffectComposer to render the glow passes.</p>
<p>Check out the demo and the code after the break.</p> ]]></description>
</item>
<item>
<title>(WebGL) Max to Three.js workflow tips and tricks</title>
<link>http://bkcore.com/blog/3d/webgl-three-js-workflow-tips.html</link>
<guid>http://bkcore.com/blog/3d/webgl-three-js-workflow-tips.html</guid>
<pubDate>Wed, 01 Feb 2012 16:44:19 +0100</pubDate>
<description><![CDATA[ <a class="introthumb" href="http://bkcore.com/blog/3d/webgl-three-js-workflow-tips.html"><img class="introimage" src="http://bkcore.com/orion/uploads/images/teaser.threeworkflow.jpg"></a>

<p>Ever since I started working with the <a class="pagelink" target="_blank" href="http://en.wikipedia.org/wiki/WebGL">WebGL</a> technology, I've been trying out a few frameworks like <a class="pagelink" target="_blank" href="http://spidergl.org/">SpiderGL</a> and <a class="pagelink" target="_blank" href="http://scenejs.org/">SceneJS</a>.</p>

<p>Most recently, I've been giving a try to <a class="pagelink" target="_blank" href="https://github.com/mrdoob/three.js">Three.js</a>, and it is by far the best WebGL framework I've ever tested. So as I'm advancing on my learning of this framework, I'll be giving out on this blog a few tips and tricks that I found useful when using Three.js. The first one being an advice on the Max-to-Three.js workflow, readable after the break.</p> ]]></description>
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