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<channel>
	<title>mike&#039;s digital anthology</title>
	<atom:link href="http://blog.mikepan.com/feed/?compileblender" rel="self" type="application/rss+xml" />
	<link>http://blog.mikepan.com</link>
	<description>making visuals with technology</description>
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		<title>Play Game, Do Science</title>
		<link>http://blog.mikepan.com/play-game-do-science/</link>
		<comments>http://blog.mikepan.com/play-game-do-science/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 17:15:17 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[biology]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=600</guid>
		<description><![CDATA[And finding a cure for cancer is definitely lvl 80. My daily reading usually does not include anything from Science or Nature, but this article stood out among all the other academia mumble-jumbos.  In a nut shell, the paper described a software that evaluates protein conformations faster than any existing computer.  How?  By taking advantage [...]]]></description>
			<content:encoded><![CDATA[<p>And finding a cure for cancer is definitely lvl 80.</p>
<p>My daily reading usually does not include anything from <em>Science</em> or <em>Nature</em>, but this <a href="http://www.nature.com/nature/journal/v466/n7307/pdf/nature09304.pdf">article </a>stood out among all the other academia mumble-jumbos.  In a nut shell, the paper described a software that evaluates protein conformations faster than any existing computer.  How?  By taking advantage of human brain&#8217;s immense cognitive power.  Researchers found that even a casual player (non-biochemist) can solve complex protein folding problems much faster than a computer.  (<a href="http://arstechnica.com/science/news/2010/08/gamers-beat-algorithms-for-finding-protein-structures.ars">Ars </a>has some very good background info explaining the biology aspect of the paper, take a look if you are unfamiliar with terms like amino-acid and hydrophilicity)</p>
<p>So a game called <a href="http://fold.it/">FoldIt </a>is devised to takes advantage of of people&#8217;s boredom.  A series of incrementally difficult scenarios teaches players the basic mechanics of the game, then real data is streamed from online for player to solve.  Results are sent back for cumulative analysis.  So far, the result looks wonderfully promising.  It turns out, our monkey brains can easily out-perform a cluster of Intel i7s, both in accuracy and speed.</p>
<p>In the<a href="http://www.newstatesman.com/blogs/new-media-awards/2008/05/wikipedia-surplus-hours"> US, 200,000 Million (200Billion)</a> hours are spent in front of a television, each year.  A total of<a href="http://www.mediapost.com/publications/?fa=Articles.showArticle&amp;art_aid=132912&amp;nid=117095"> 500 million</a> hours were spent in Second Life in 2009, and a mere 100 million hours was spent in creating the entire Wikipedia.  Perhaps we can cure cancer in a week if we all just skip our weekly quota of Grey&#8217;s Anatomy?</p>
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		<slash:comments>3</slash:comments>
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		<title>Blender Workshop</title>
		<link>http://blog.mikepan.com/blender-workshop/</link>
		<comments>http://blog.mikepan.com/blender-workshop/#comments</comments>
		<pubDate>Fri, 23 Jul 2010 12:28:11 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=550</guid>
		<description><![CDATA[We just wrapped up a full-day Blender workshop yesterday under the blazing sun of Pisa, Italy.  The seminar went smoothly and was well received.  A total of 35 attendees showed up despite the fact that the event was announced only a week prior. In the morning, the attendees got a high level overview of what [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://picasaweb.google.it/gulp.didattica/Blender_WorkShop_Pisa_2010#"><img class="alignleft size-full wp-image-589" title="Blender workshop" src="../wp-content/uploads/flyer.jpg" alt="" width="300" height="400" /></a>We just wrapped up a full-day Blender workshop yesterday under the blazing sun of Pisa, Italy.  The seminar went smoothly and was well received.  A total of 35 attendees showed up despite the fact that the event was announced only a week prior.</p>
<p>In the morning, the attendees got a high level overview of what Blender can do, followed by a crash course on scientific visualization as applied to cellular biology and biochemistry as well as an extensive Python lesson.  In the afternoon, we moved to the computer lab and covered some of the Blender fundamentals, giving a lot of the attendees their first hands-on experience with Blender.</p>
<p>Even though this is my <a href="http://www.flickr.com/photos/mikepan/sets/72157608666551460/">third </a>time <a href="http://www.flickr.com/photos/mikepan/sets/72157615322156427/">running </a>such an event, there is still lots of rooms for improvement.  (For example, Blender 2.5&#8242;s UI was corrupt on some of the machines running older Ubuntu installations and Intel graphics chip, which made running the tutorials very challenging)</p>
<p><a href="http://picasaweb.google.it/gulp.didattica/Blender_WorkShop_Pisa_2010#">Photos of the event are on Pisaca</a>.  Special thanks to the <a href="http://www.gulp.linux.it/wiki/Pagina_principale">Pisa Linux User Group</a>, without them, this workshop would not have been possible.</p>
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		<title>Biochemical Visualization Using Blender</title>
		<link>http://blog.mikepan.com/biochemical-visualization-using-blender/</link>
		<comments>http://blog.mikepan.com/biochemical-visualization-using-blender/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 10:52:02 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[biology]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[work]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=552</guid>
		<description><![CDATA[Here at the Scientific Visualization Unit of the National Research Council in Pisa, Italy, we have been using Blender since 2008 for doing some very interesting bio-molecular visualization at the sub-cellular level.  I myself joined the team just over 3 months ago, and am eager to share some of our work with the Blender community [...]]]></description>
			<content:encoded><![CDATA[<p>Here at the Scientific Visualization Unit of the National Research Council in Pisa, Italy, we   have been using Blender since 2008 for doing some very interesting bio-molecular visualization   at the sub-cellular level.  I myself joined the team just over 3 months ago, and am eager to share   some of our work with the Blender community now that the Italian soccer team can stop embarrassing themselves in South Africa.</p>
<p>We use Blender to visualize protein motions and interactions, as well as making short   animations that show the inside of a cell in a way that had never been seen with the unaided   eye.   Because one key focus of the project is scientific accuracy, a lot of time is spent to   ensure that the visualization is not only nice-looking, but also scientifically accurate.  The   process involves using numerous third-party programs to convert the input data (atomic   coordinates of a protein) into something Blender can read.  We use Python extensively to help   facilitate data conversion between different formats.  The result is this video:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="315" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=12363247&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="560" height="315" src="http://vimeo.com/moogaloop.swf?clip_id=12363247&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>To really appreciate the video, it helps to understand the science going on behind it.  If you are a bit lost, have a look at the <a href="http://www.scivis.ifc.cnr.it/index.php/videos">explanatory note</a> associated with the video.  The video is made and rendered with Blender in 1080p HD, we also toyed with stereoscopic rendering with some very good result.  You can download the HD stereo version from the <a href="http://www.scivis.ifc.cnr.it/index.php/videos">SciVis</a> site.</p>
<p>Currently, we are working to build an interactive protein viewer inside  Blender.  Using Blender 2.5 as the platform, we built an interface that will allow biologist to load a  text description of any protein (a PDB file),   and Blender will display  the imported file in an intuitive interactive viewer. (As shown below)</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/Cal01.jpg"><img class="size-medium wp-image-505 alignnone" title="Calmodulin" src="http://blog.mikepan.com/wp-content/uploads/Cal01-560x315.jpg" alt="" width="560" height="315" /></a></p>
<p>Why Blender?  Blender is especially suitable for this task for several reasons.  Its   python support allows us to accomplish a lot of custom features in relatively very little coding.     Having a game engine and a physics engine built-in means we can use do realtime   visualization all from one software package.   Its open source nature allows us to easily modify (at least have access to)   the source code if needed.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/mlck.jpg"><img class="alignnone size-medium wp-image-565" title="mlck mainchain" src="http://blog.mikepan.com/wp-content/uploads/mlck-560x315.jpg" alt="" width="560" height="315" /></a></p>
<p>Above is our BioBlender interface for Blender 2.5.  The protein on the right is <a href="http://en.wikipedia.org/wiki/Myosin_light-chain_kinase">MLCK</a> backbone, a 1845 residue long protein.</p>
<p>There is still a lot of work to be done.  Blender is currently having a hard time handling large proteins that contains thousands of amino acid groups, the interface turns sluggish with as the number of object increases.   Surprisingly, the game engine performance is very fast, it manages to maintain 20fps on a laptop even with a fancy ambient occlusion shader.</p>
<p><a href="http://blog.mikepan.com/wp-content/uploads/Cal1.jpg"><img class="alignnone size-medium wp-image-502" title="Cal1" src="http://blog.mikepan.com/wp-content/uploads/Cal1-560x315.jpg" alt="" width="560" height="315" /></a></p>
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		<slash:comments>8</slash:comments>
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		<title>Sintel Movie coloring test</title>
		<link>http://blog.mikepan.com/sintel-movie-coloring-test/</link>
		<comments>http://blog.mikepan.com/sintel-movie-coloring-test/#comments</comments>
		<pubDate>Sun, 13 Jun 2010 17:34:30 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[photography]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=530</guid>
		<description><![CDATA[Blender Institute just released a bunch of test renderings from their upcoming movie Sintel, and I couldn&#8217;t help it but try my hands on giving those wonderful images some aggressive color-grading.  I&#8217;ve included the before, after and a short justification for my choice of grading.  Criticisms welcome! The Sintel team simply isn&#8217;t doing a good [...]]]></description>
			<content:encoded><![CDATA[<p>Blender Institute just released a bunch of test renderings from their upcoming movie <a href="http://durian.blender.org/">Sintel</a>, and I couldn&#8217;t help it but try my hands on giving those wonderful images some aggressive color-grading.  I&#8217;ve included the before, after and a short justification for my choice of grading.  Criticisms welcome!</p>
<p>The Sintel team simply isn&#8217;t doing a good enough job, they are doing a GREAT job, and I  am sure color grading is a planned part of their pipeline.  I just got carried away a bit playing with these images :D</p>
<p><img class="alignnone size-full wp-image-532" title="01a_comp_000197-2" src="http://blog.mikepan.com/wp-content/uploads/01a_comp_000197-2.jpg" alt="" width="560" height="238" />Even though snow should be white, it doesn&#8217;t hurt to give it some tone to communicate the extreme coldness.  Blue works well in this case.</p>
<p><img class="alignnone size-full wp-image-531" title="01a_comp_000197" src="http://blog.mikepan.com/wp-content/uploads/01a_comp_000197.jpg" alt="" width="560" height="238" /></p>
<p><img class="alignnone size-full wp-image-540" title="05.1b_comp_000156-2" src="http://blog.mikepan.com/wp-content/uploads/05.1b_comp_000156-2.jpg" alt="" width="560" height="238" />Wow, the team is doing a great job with facial animation.  This looks like a very somber scene, so it calls for some gloomy color.  I also added a dark gradient from the top, anime style.  Split toning is used to maintain the skintone while pushing the background to a cool blue.</p>
<p><img class="alignnone size-full wp-image-539" title="05.1b_comp_000156" src="http://blog.mikepan.com/wp-content/uploads/05.1b_comp_000156.jpg" alt="" width="560" height="238" /></p>
<p><img class="alignnone size-full wp-image-534" title="02.g_comp_000106-3" src="http://blog.mikepan.com/wp-content/uploads/02.g_comp_000106-3.jpg" alt="" width="560" height="238" />I am speculating here, but I wanted to create a contrast between the safety of the warm tent and the harsh cold outside.  So things close to the fire is made warmer, things further away is pushed to a chilling blue.  The histogram is also very left-biased (dark), so I brightened up the image a bit.</p>
<p><img class="alignnone size-full wp-image-533" title="02.g_comp_000106" src="http://blog.mikepan.com/wp-content/uploads/02.g_comp_000106.jpg" alt="" width="560" height="238" /></p>
<p><img class="size-full wp-image-542 alignnone" title="08.2l_comp_000465-2" src="http://blog.mikepan.com/wp-content/uploads/08.2l_comp_000465-2.jpg" alt="" width="560" height="238" />Here, our main character isn&#8217;t emphasized enough in this (what I assume would be) high motion scene due to the similarity in color.  I added a warming filter to highlight Sintel to convey the classic warm-vs-cold, good-vs-evil, light-vs-dark concept.</p>
<p><img class="size-full wp-image-541 alignnone" title="08.2l_comp_000465" src="http://blog.mikepan.com/wp-content/uploads/08.2l_comp_000465.jpg" alt="" width="560" height="238" /></p>
<p><img class="alignnone size-full wp-image-536" title="03.1a_comp_000083-2" src="http://blog.mikepan.com/wp-content/uploads/03.1a_comp_000083-2.jpg" alt="" width="560" height="238" /> Just added some warmth to make the image look a bit more organic and less CG.</p>
<p><img class="alignnone size-full wp-image-535" title="03.1a_comp_000083" src="http://blog.mikepan.com/wp-content/uploads/03.1a_comp_000083.jpg" alt="" width="560" height="238" /></p>
<p>Everything is done in Lightroom, which is an awesome postprocessing package for photos, but the same effect can be easily achieved in Blender&#8217;s composite engine.  But seriously, Sintel is going to be amazing.</p>
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		<title>Blender 2.49 scripting: Free chapter</title>
		<link>http://blog.mikepan.com/blender-2-49-scripting-free-chapter/</link>
		<comments>http://blog.mikepan.com/blender-2-49-scripting-free-chapter/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 14:30:54 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=526</guid>
		<description><![CDATA[The PDF file is made available from the publisher, is completely free and legal.  Download Blender 2.49 Scripting Chapter 5 now.]]></description>
			<content:encoded><![CDATA[<p>The PDF file is made available from the publisher, is completely free and legal.  <a href="/wp-content/uploads/Chapter-5-Acting-on-Frame-Changes.pdf">Download  Blender 2.49 Scripting Chapter 5 now.</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>Blender Scripting, a rant and a review.</title>
		<link>http://blog.mikepan.com/blender-scripting/</link>
		<comments>http://blog.mikepan.com/blender-scripting/#comments</comments>
		<pubDate>Mon, 24 May 2010 10:01:38 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=508</guid>
		<description><![CDATA[I have been writing a lot of Python codes lately, and have since grown increasingly fond of the language over its minimalist approach to programming.  For the newcomers here: Python is what Blender uses for its scripting interface, with Python linked to the Blender API, one can access and modify almost anything programmatically.  This scripting [...]]]></description>
			<content:encoded><![CDATA[<p>I have been writing a lot of Python codes lately, and have since grown increasingly fond of the language over its minimalist approach to programming.  For the newcomers here: Python is what Blender uses for its scripting interface, with Python linked to the Blender API, one can access and modify almost  anything programmatically.  This scripting interface significantly extends what is possible with Blender.  Although to call Python a scripting language is perhaps a disservice to this supremely capable and elegant language.  Python&#8217;s simplicity means it can be used as a scripting language, but it also has the power to do so much more.</p>
<p>Around the Blender community, I have seen some people approach Python with certain skepticism.  (&#8220;It&#8217;s programming, it must be hard!&#8221;)  But Python is intuitive.  Writing Python code is the closest one can get to writing in an natural language.  Compare with other languages, there is no semicolons, no excessive symbols and punctuations, no long compilation process before one can test the code.  To make a program in Python is a think-type-run process.</p>
<div id="attachment_511" class="wp-caption alignleft" style="width: 321px"><a href="http://blog.mikepan.com/wp-content/uploads/book.jpg"><img class="size-full wp-image-511" title="Blender 2.49 Scripting" src="http://blog.mikepan.com/wp-content/uploads/book.jpg" alt="" width="311" height="403" /></a><p class="wp-caption-text">Blender 2.49 Scripting</p></div>
<p>Perhaps due to my recently found enthusiasm, I was given a chance to take a sneak peak at Michel Anders&#8217; upcoming  book <em><a href="http://www.amazon.com/Blender-2-49-Scripting-Michel-Anders/dp/1849510407/">Blender  2.49 scripting</a></em>.  Flipping through this ~300 page book, I realized this is exactly what I would have asked for as a beginner wanting to learn how to script in Blender.  This wonderfully comprehensive book covers everything from editing object to working with material to PyDrivers, Constraints, IPOs and shapekeys.  The only notable omission seems to be the game engine component.</p>
<p>Sure you can look at the Blender <a href="http://www.blender.org/documentation/249PythonDoc/">API documentation</a> for help, but ingredient lists does not make a cookbook.  As there still isn&#8217;t a centralized repository for Blender scripts in the Blender community,Michel managed to bridge a rather large knowledge gap with this book that is filled with useful snippet of code.</p>
<p>Python is not as fast as C, or as ubiquitous as Javascript.  But one can accomplish a task in Python at a <a href="http://codecodex.com/wiki/Quicksort">fraction </a>of the code and mental power it takes in other languages.  Which makes it an ideal language to learn as a beginner.</p>
<p><em>Blender 2.49 Scripting</em> is available from <a href="https://www.packtpub.com/blender-2-49-scripting-language/book">Packt </a>Publishing.  I eagerly awaits a second edition of the book, no   doubt slewed for Blender 2.5 and Python 3?</p>
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		<title>A few pictures from work</title>
		<link>http://blog.mikepan.com/a-few-pictures-from-work/</link>
		<comments>http://blog.mikepan.com/a-few-pictures-from-work/#comments</comments>
		<pubDate>Tue, 11 May 2010 15:25:56 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=499</guid>
		<description><![CDATA[No words today.  Just pictures.]]></description>
			<content:encoded><![CDATA[<div id="attachment_505" class="wp-caption alignnone" style="width: 570px"><a href="http://blog.mikepan.com/wp-content/uploads/Cal01.jpg"><img class="size-medium wp-image-505" title="Cal0" src="http://blog.mikepan.com/wp-content/uploads/Cal01-560x315.jpg" alt="" width="560" height="315" /></a><p class="wp-caption-text">Realtime visualization</p></div>
<div id="attachment_502" class="wp-caption alignnone" style="width: 570px"><a href="http://blog.mikepan.com/wp-content/uploads/Cal1.jpg"><img class="size-medium wp-image-502" title="Cal1" src="http://blog.mikepan.com/wp-content/uploads/Cal1-560x315.jpg" alt="" width="560" height="315" /></a><p class="wp-caption-text">Import &gt; Simulate &gt; Export</p></div>
<div id="attachment_503" class="wp-caption alignnone" style="width: 570px"><a href="http://blog.mikepan.com/wp-content/uploads/Cal2.jpg"><img class="size-medium wp-image-503" title="Cal2" src="http://blog.mikepan.com/wp-content/uploads/Cal2-560x315.jpg" alt="" width="560" height="315" /></a><p class="wp-caption-text">Going nuts with F-Curves</p></div>
<p>No words today.  Just pictures.</p>
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		<slash:comments>5</slash:comments>
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		<title>I am folding proteins in Italy</title>
		<link>http://blog.mikepan.com/i-am-folding-proteins-in-italy/</link>
		<comments>http://blog.mikepan.com/i-am-folding-proteins-in-italy/#comments</comments>
		<pubDate>Fri, 07 May 2010 22:04:49 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=451</guid>
		<description><![CDATA[A friend and fellow blenderhead was the first to drop the news, then my photos on Flickr confirmed it,   and now, you get to hear the news from me: For the next few month, I&#8217;ll be working at the Scientific Visualization Unit at IFC &#8211;  Consiglio Nazionale delle Ricerche Pisa, on a research project to develop [...]]]></description>
			<content:encoded><![CDATA[<p>A friend and fellow <a href="http://blenderecia.orgfree.com/index.php/blender/there-and-back-again-a-bit-of-fresh-news-today/">blenderhead </a>was the first to drop the news, then my <a href="http://www.flickr.com/photos/mikepan/sets/72157623753102812/">photos </a>on Flickr confirmed it,   and now, you get to hear the news from me: For the next few month, I&#8217;ll be working at the Scientific Visualization Unit at IFC &#8211;  Consiglio Nazionale delle Ricerche Pisa, on a research project to develop new ways to visualize proteins molecules using Blender.</p>
<p>The project team is a well balanced mixture of scientists and artists, so you know you can expect something incredible from us :D.  The short movie they made had already been submitted to Siggraph 2010.</p>
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		<slash:comments>4</slash:comments>
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		<title>This scene has a triangle count of 2.</title>
		<link>http://blog.mikepan.com/this-scene-has-a-total-triangle-count-of-2/</link>
		<comments>http://blog.mikepan.com/this-scene-has-a-total-triangle-count-of-2/#comments</comments>
		<pubDate>Tue, 04 May 2010 21:37:15 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=461</guid>
		<description><![CDATA[You are looking at a flat plane consists of 2 triangles running in the Blender 2.5 Game Engine.  There is no run-time subdivision, no geometry shader, using only a minimum pass-through vertex shader, all the magic is happening in the pixel shader.  The terrain is completely 3D looking, you can fly around it, view it [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.mikepan.com/wp-content/uploads/Relief-Mapping-Terrain-demo.jpg"><img class="alignnone size-medium wp-image-485" title="Relief Mapping Terrain demo" src="http://blog.mikepan.com/wp-content/uploads/Relief-Mapping-Terrain-demo-560x315.jpg" alt="Relief Mapping Terrain demo" width="560" height="315" /></a><br />
You are looking at a flat plane consists of 2 triangles running in the Blender 2.5 Game Engine.  There is no run-time subdivision, no geometry shader, using only a minimum pass-through vertex shader, all the magic is happening in the pixel shader.  The terrain is completely 3D looking, you can fly around it, view it from different angles, there is lights, shadows, bumps, shiny lakes, and even a height-based fog.  Below is a video of the technique in motion:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/_erYebogWUw&amp;hl=en_US&amp;fs=1&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/_erYebogWUw&amp;hl=en_US&amp;fs=1&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Isn&#8217;t Relief Mapping great?</p>
<p>Apart from all games that will inevitably take advantage of this technique, another application I can think of that will reap huge benefit from this is the loading and displaying of large-scale terrain visualization at virtually no CPU overhead.  A 4096&#215;4096 DEM texture can be easily displayed at 60fps.  Whereas if the same data were to be converted to real geometry, most computers will die trying to render those 33million triangles.</p>
<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/bUAY8FKMQKY&#038;hl=en_US&#038;fs=1&#038;hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/bUAY8FKMQKY&#038;hl=en_US&#038;fs=1&#038;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p><a href="http://dl.dropbox.com/u/1742071/TerrainPacked2.blend">Download the demo (4MB)</a></p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<title>Blender 2.5 roadmap</title>
		<link>http://blog.mikepan.com/blender-2-5-roadmap/</link>
		<comments>http://blog.mikepan.com/blender-2-5-roadmap/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 09:53:11 +0000</pubDate>
		<dc:creator>mike pan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.mikepan.com/?p=456</guid>
		<description><![CDATA[Some people seems to be confused about this whole Blender 2.5 version naming scheme.  This roadmap (stolen directly from blender.org) should clear things up a bit. Basically, 2.5 will be a series of transitional releases, the final stable release will be named 2.6 in all likelihood.]]></description>
			<content:encoded><![CDATA[<p>Some people seems to be confused about this whole Blender 2.5 version naming scheme.  This roadmap (stolen directly from blender.org) should clear things up a bit.</p>
<div id="attachment_490" class="wp-caption alignnone" style="width: 570px"><a href="http://blog.mikepan.com/wp-content/uploads/roadmap.png"><img class="size-medium wp-image-490" title="Blender 2.5|2.6 roadmap" src="http://blog.mikepan.com/wp-content/uploads/roadmap-560x60.png" alt="Blender 2.5|2.6 roadmap" width="560" height="60" /></a><p class="wp-caption-text">Blender 2.5|2.6 roadmap</p></div>
<p>Basically, 2.5 will be a series of transitional releases, the final stable release  will be named 2.6 in all likelihood.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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