As some of you know I work for local.ch. I was looking for cool visualizations to do with
our data for quite a while, missing the obvious - plotting all our 3.7 million geocoded addresses in 3D using WebGL!
I'm actually quite impressed by the accuracy of the data. But go and have a look for your self.
Controls
WASD + Mouse (drag). Velocity is scaled with altitude.
Video
If you can't see the demo for some reason I uploaded a short video of the demo to youtube.
Techniques
The points are encoded in a Float32Array, then sorted and gziped using a python script. Sorting the data improves the compression ratio by over 200% so it's well worth the effort. This brings the original 100mb file down to 7mb.
The file is then loaded using XHR level 2,
which supports binary files and progress events. The points are then rendered using WebGL as GL_POINTS and additive blending is
used to give it a glow effect. In the future I might add HDR rendering and blooming.
There is no level of detail or culling performed so this will require a relatively powerful rig.
Also note that for some reason Firefox Aurora (9) seems to be quicker than Chrome Dev (16) for some mysterious reason.
I would expect all of the work to be done by OpenGL so I'm not sure about where this comes from. It could be chromes
process isolation.
Sourcecode
You can find the source code on github if you want to get into some hacking.
Note that the data belongs to local.ch and may not be used.
Some of you might remember my Chaotic Particles demo from last year. That demo was featuring 10'000 particles on a plain old 2d canvas. I decided to optimize that demo a bit in order to support 100'000 particles. I also fixed a little issue where numeric inaccuracy allowed particles to escape and made the influence map more fine grained.
Want to see the source? Just use view source and feel free to ask questions.
I think this is my favorite canvas demo I have created so far. It is an interactive drawing tool based on particle effects. It is the result of me trying to create some generative art using canvas. The techniques used
are actually pretty similar to the ones shown in my frontendconf talk on particle systems. In short:
I'm planning to play with a few improvements especially in tone mapping and controls in the future but feel free to take a look at the source on github. I hope you enjoy it.
For an upcoming canvas project I want to give the users the ability to upload
the content of the canvas to an image sharing service. When looking for a suitable
API I came across imgur.com the registration was trivial,
and they support CORS and base64/dataurl uploads, perfect!
// trigger me onclickfunctionshare(){try{varimg=canvas.toDataURL('image/jpeg',0.9).split(',')[1];}catch(e){varimg=canvas.toDataURL().split(',')[1];}// open the popup in the click handler so it will not be blockedvarw=window.open();w.document.write('Uploading...');// upload to imgur using jquery/CORS// https://developer.mozilla.org/En/HTTP_access_control$.ajax({url:'http://api.imgur.com/2/upload.json',type:'POST',data:{type:'base64',// get your key here, quick and fast http://imgur.com/register/api_anonkey:'YOUR-API-KEY',name:'neon.jpg',title:'test title',caption:'test caption',image:img},dataType:'json'}).success(function(data){w.location.href=data['upload']['links']['imgur_page'];}).error(function(){alert('Could not reach api.imgur.com. Sorry :(');w.close();});}
I finally finished my first WebGL demo. Try it and let me know how you like it.
Sourcecode
You can find the source code on github if you want to get into some hacking.
Compatibility
To run the demo you'll need a browser that supports webgl and the OES_TEXTURE_FLOAT extension. At the moment this means Google Chrome 12 or Firefox Aurora (6.0a2). The extension is needed for HDR rendering.
Space Break is a html5 acrade 'ball and paddle' game written in coffee-script.
It features levels full of explosives, extra balls and even nukes.
I hope you will enjoy it.
History
Space Break started out as coffee-break - a little project I did to get into coffee script.
Because it turned out to be a lot of fun I decided to turn it into a complete game.
Technology
Space Break uses the canvas tag for rendering. The sound effects were created using csound and played using the audio tag. The graphics were made using the gimp and blender. Rake is used for controlling the asset pipeline. All the assets of the game (music, sounds, graphics) are self made - programmer art.
Browsers
Firefox 4 (3.6 kind of works), Chrome 9 and Safari (no ogg - no audio) work. Opera is crashy.
Mobile safari on the iPad also works but the frame rate is low. Could be fixed with a bit of optimization.
I created this demo more or less by accident when prototyping some particle mechanics
for a game. It is based on a particle system, and an acceleration map but more on that later.
It reminds me quite a bit of simulations of galaxy formation or a lava lamp, it's really nice
to watch.
Demo
Click the image to open the demo. In the demo, set the particles in motion by dragging with your mouse.
Mobile devices
This demo also works on Android including fullscreen (tested on a nexus one with 2.2), iPhone and iPad! Give it a try ;)
How it works
Each particle has a position and a velocity stored in a typed Float32Array (yes, they work on iOS).
In addition to that there is an acceleration 'map' in the background. When you drag over the particle
system, you initialize the acceleration map which sets the whole system in motion.
The magic sauce to it is the feedback from the particle velocity to the acceleration map.
Together with some damping this results in the system you are seeing. For more details, feel free to have a look at the source.
Finally after a long time I can present you a new demo.
It is inspired by the wave propagation formula mr.doob demoed a while ago.
I was quite amazed by how simple it was and so I decided to build myself a little pond.
Demo
Click the screenshot to start the demo. Move your mouse over the pool to disturb the water.
How it works
I think the really interesting part here is the wave propagation formula:
Given are two height maps (buffer0 and buffer1). The buffers get rotated every frame so
buffer0 points to heights of the wave in the last frame and buffer1 to the one before it. The height of the wave
in the current frame at a certain point is calculated by simply averaging the height of the
neighboring points in buffer0 and subtracting the height in buffer1. You can think of it like
this, every point wants to be at the same height it's neighbors are and it wants to go towards
zero. That is basically all there is to the wave propagation (I also added some simple filtering
to make it a bit smoother).
The rest is pretty simple, and made up on the spot. The refraction is done by offsetting the texture coordinates by the height difference between the current point and it's neighbors. The lightning and caustics are faked similarly based
on the height differences and the height of the current point.
In short it's all fake.
Performance
Chrome is fast, firefox is slow, at least thats the way it usually is. To my pleasant surprise the jaeger monkey builds of firefox seem to finally catch up.
Another interesting thing is that safari seems to be the fastest (for this demo).
Credits
The photo was shot by Travholt licensed CC-BY-SA. As mentioned in the intro, I got the wave propagation function from mr.doob.