Scalibq Videos

Mystic Places

Mystic Places

This is the first solo of Troy Stetina's Heavy Metal Lead Guitar Volume 2. I got this book and CD many years ago, and tried to learn the solos, but parts of them were far too difficult for me at the time. I'm now going back to see if I can master all solo's now.

Tags: Heavy Metal Lead Guitar Troy Stetina Shred Mystic Places Harmonic Minor

Randy Rhoads Tribute

Randy Rhoads Tribute

A solo on a backing track in the style of Randy Rhoads. Got this backing + solo from an old Total Guitar magazine. First and last part are the solos from the magazine, the rest is improvised as there were no solos for that part of the backing. I know, I know... the video qualtiy is horrible... sorry... my cam just doesn't work with the light conditions at night.

Tags: Randy Rhoads metal instrumental guitar shred improv jam Les Paul Line6 Pod X3

Go Back (with S7320)

Go Back (with S7320)

Another jam I did, after just having upgraded my Line6 Pod X3 Live to the new 2.0 software. Backing track is one of my favourites, Go Back, by Raziel.

Tags: Go Back S7320 Raziel Ibanez 7-string shred improv jam Line6 Pod X3 Live

Glow ball

Glow ball

A simple effect, with a spiky ball object that is self-shadowed via shadow volumes, and a bloom-effect for the highlights. Original binaries can be downloaded here: scali.eu.org

Tags: bohemiq graphics rendering direct3d bloom HDR shadow volumes

Volumetric fire

Volumetric fire

This is an effect that I developed a few years ago. It works by first animating a fire in a discrete 3d grid (I use a very simple algorithm which generates random particles at the bottom and then applies a simple boxfilter. But any algorithm that can be evaluated for every point in the 3d grid will work). It then uses an optimized Marching Cubes algorithm to 'peel off' various surfaces of different isovalue (the isovalue basically represents the heat of the fire at that point). These surfaces are then rendered additively, so they blend together, and the fire its final colour. Original binaries can be downloaded here: scali.eu.org

Tags: bohemiq graphics rendering direct3d marching cubes volumetric fire

Constructive Solid Geometry

Constructive Solid Geometry

This is an example of a 3d-accelerated screenspace CSG algorithm that I implemented a few years ago. It's a set of cylinders subtracted from one large cylinder. Everything is solved in screenspace by the GPU, making use of the zbuffer and stencilbuffer. The advantage of this technique is that you don't need to specificially tessellate the CSG model before rendering it. In many cases it is also very efficient. All common operations are supported (union, difference, intersection), in every possible order. Original binaries can be downloaded here: scali.eu.org

Tags: bohemiq graphics rendering direct3d CSG

Bohemiq - Prosaic

Bohemiq - Prosaic

A short thing as a sort of proof-of-concept for some effects driven by music. It looks as if it is a cheap/old CRT monitor whose image gets distorted by the speakers blasting out the music. It never got worked out into a full demo, but I'm still quite fond of the idea itself (coupling effect parameters to musical frequencies and amplitudes via some kind of transfer function), and may want to go further with it in the near future. Credits: Coding - Scali Graphics - Maali Music - Khrome Original binaries can be downloaded here: bohemiq.scali.eu.org

Tags: bohemiq demo realtime graphics sync music direct3d demoscene

Reflecting Spheres

Reflecting Spheres

This is an effect that I wrote many years ago (around 2002-2003), with direct3d 8.1 on a geforce2 GTS video card (no programmable shaders). At the time, realtime raytracing was all the hype. Simple scenes, mostly consisting of planes, cubes and spheres, were rendered with per-pixel lighting, reflections and shadows, in realtime. The speed and quality however were not that impressive. I figured that some of these 'typical raytracing' scenes/effects would be faster and have better quality when implemented with conventional triangle rasterization techniques, using hardware acceleration. So I made this demo, showing three reflecting spheres (a red, green and a blue one, so it's not three copies of the same sphere). I use dynamic cubemaps for the reflections, stencil shadowvolumes, and per-vertex lighting, but with the vertexcount pumped up far enough that the difference with per-pixel lighting is negligible in a scene like this. The result is a scene with a definite 'realtime...

Tags: bohemiq realtime raytracing hardware acceleration direct3d demoscene

Bohemiq - Croissant 9

Bohemiq - Croissant 9

A demo written in Java for the Buenzli 2003 demo party. Credits: Code - Scali Graphics - Maali Music - Voodoo See also: pouet.net Online version: bohemiq.scali.eu.org

Tags: bohemiq croissant scene demo software rendering buenzli 2003 demoscene java

Bohemiq - Art Nouveau

Bohemiq - Art Nouveau

A demo written in Java for the Assembly 2003 demo party. Credits: Code - Scali Graphics - Maali Music - Maali See also: pouet.net Online version: bohemiq.scali.eu.org

Tags: bohemiq art nouveau scene demo software rendering Assembly 2003 demoscene java

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