Petri Leskinen, Espoo, Finland
Architect, 43 years-of-age, longtime (vic20, C64, Amig… etc) computer graphics enthusiast – somehow never seem to get enough of it ?
petri[dot]leskinen{at}aalto[dot]fi
Some more programming experiments I’ve done in Flickr :
Cool works man. Some are very inspiring 🙂 Would be cool to add rss feed support to this blog.
By: wonderwhy-er on September 10, 2008
at 1:27 pm
agree with wonderwhy-er: nice works, interesting calculations >> rss?!
By: pixum on September 11, 2008
at 8:37 pm
Thank you both for the comments !
rss: https://pixelero.wordpress.com/feed/
By: pixelero on September 12, 2008
at 5:48 am
hi,
flash is growing, it is frightening for me and this site made me feel scared because of that 😉 very useful samples, thanks for your efforts. and with your guide, my confusion that makes me feel scary;) is decreasing.
By: burak özdelice on September 21, 2008
at 1:28 am
hi,
indeed very neat, very inspiring and damn useful 🙂
thanks for sharing and taking time to explain.
keep it up!
By: nicoptere on October 3, 2008
at 9:30 am
Vortex of Neon Perlin Noise is stunning! NJ Man!
By: saul on January 21, 2009
at 10:59 am
Awesome work. Worth subscribing too..so i cant find the RSS feed. Can you please share it.
thanks
By: Juwal on March 25, 2009
at 6:00 am
Hi, I really love your site! some beautiful works of pixel trickery 😀
By: Kris on March 29, 2009
at 9:57 pm
have u got exp in demoscene? 🙂
By: Alexander [spb[ru]] on April 11, 2009
at 1:38 pm
@Alexander: not much, mostly been like a personal interest or hobby for me !
By: pixelero on April 11, 2009
at 4:32 pm
Hi again:)
Recently observed yr PerlinNoise swf. It’s good)
What about 3d? I have some ideas about it. But as u i don’t have enough free time. May be we can make somethink good together?:) What will u ask?
I inspect alternativa product: http://blog.alternativaplatform.com . It’s impressive, but i think they choose wrong way. They use realtime BSP tree. But it’s bad for complex animation. The right way is “DX/GL API” way. Use normal ZBuffer. The base concept:
1. Prepare geometry;
2. Transform to view plane use AS local3DToGlobal;
3. Resterize by hand into BitmapData;
4. Render interpolated BitmapData by AS;
5. For Per pixel shading we have to use PixelBender. We can pack some information into RGB like position, normals and so on.
6. After all if speed will not impressive we have to optimize by Alchemy, but i think this is so “not ready for world” tool.
7. and of course we can always use 16p16 fixed point math.
If u r intersting just email me:)
with BR, Alexander
By: Alexander [spb[ru]] on April 20, 2009
at 12:13 am
Hi. I tried the plug-in in After effects….is there a way to make the window the same size as the comp? When I apply the filter, it looks fixed in the upper left-hand corner of the comp at what looks like 320px x 240px
Thanks!
By: Alan on May 14, 2009
at 10:43 pm
sorry…..I meant to specify the MetaBlobs effect in After Effects
By: Alan on May 14, 2009
at 10:44 pm
awesome experiments. I was wondering how you did the caustics effect on the header of your website. have you done a post about it? or if not, would you be happy to share this code?
thanks
By: grifotv on June 29, 2011
at 11:19 am
It was with an actionscript code. I haven’t published it, at least not yet. It is though a bit too slow for any real time processing, but I’ll think about it …
By: pixelero on June 29, 2011
at 12:32 pm
Hi,
Why did you stop publishing?
Your posts are really good, keep giving us the good stuff.
By: Royi Avital on March 4, 2015
at 3:36 pm
Hi and thanks for your comment. Don’t worry, I haven’t stopped posting – recently I’ve just posted quite rarely, I know.
By: pixelero on March 4, 2015
at 5:14 pm