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-------------------------------------------------------------------------------------- UPDATE --------------------------------------------------------------------------------------
December / 2009 Comment section added to website.
November / 2009 Temple 2 Honorable mention in Quest3d 2009 competition.
July / 2009 Demoreel updated.
July / 2009 The pain added to portfolio section.
July / 2009 Earth 2124 island added to portfolio section.
July / 2009 Transshape updated.
May / 2009 Temple 2 added to portfolio section.
February / 2009 Earth 2124 spaceship 5 added to portfolio section.
February / 2009 Demoreel updated.
February / 2009 Temple added to portfolio section.
December / 2009 Earth 2124 monster 1 added to portfolio section.
November / 2008 3 Sculpture & Deep Impact added to portfolio section.
October / 2008 Completely update website.
August / 2008 Quest3d website put The Plunge project on it's front page
August / 2008
The Plunge project win a third place in Quest3d 2008 competition.
October / 2006
Quest3d website put X Fridge project on it's front page and Downlod / Demo section.
September / 2006
X Fridge project is finished.
May / 2006
Webstats4u is added.
May / 2006
Website is Completely updated.
April / 2006
Site is down.
February / 2005
Home is Updated.
December / 2004
Website is uploaded.
 
 

Tuesday, January 19, 2010 ---------------------------------------------------------------------------------------------------------------------------------------------------

I made a test with PSSM shadow and SSAO. Lighting is fully dynamic with day and night cycle. PSSM shadow and SSAO also work with hardware instance and transparent obects, It also support skin mesh. For the main solid mesh i use a Parallax + Normal Map + Specular Map + Baked Occ. You can download a captuerd movie from here. http://www.ali-rahimi.net/blog/animation/pssm-ssao.mov . Its 60 MB. Also i add several other post effect like HDR and DOF. And the exe file itself. http://www.ali-rahimi.net/blog/pssm-ssao.exe

 
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Saturday, December 12, 2009 -----------------------------------------------------------------------------------------------------------------------------------------------

I update my CGsociety Portfolio.

 
http://ali-rahimi-shahmirzadi.cgsociety.org/gallery/833687/
 

Thursday, December 10, 2009 -----------------------------------------------------------------------------------------------------------------------------------------------

My recent work in progress.

 
http://forums.cgsociety.org/showthread.php?f=39&t=789590
 

Monday, December 7, 2009 ---------------------------------------------------------------------------------------------------------------------------------------------------

 
Old flash website
My new sketch 1
My new sketch 2
     
 

Thursday, December 3, 2009 --------------------------------------------------------------------------------------------------------------------------------------------------

Some of my old animations. Right Click and Save Target As .

 

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Thursday, December 3, 2009 --------------------------------------------------------------------------------------------------------------------------------------------------

Some of my old works.

 

     
     
     

Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------

My best project ever.

 

Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------

 

Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------

Radiosity Normal Mapping demo

Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading. In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 Directional lightmap.
http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf

Turtle render engine for maya support Radiosity Normal Mapping. With turtle for maya we can bake and see radiosity normal map directly in maya plus other stuff.
http://www.illuminatelabs.com/turtle/technical-specifications

I build the hlsl shader for Quest3d with shaderfx. You can see the pipeline blow.

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Also normal map should be world space instead of tangent space. Its possible to do the conversion inside maya, As you can see blow.

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Also you can combine world space normal map with directional occ to have a self shadow for your texture.

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Final shot. Self shadow radiosity normal map + relife map

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Right Click and Save As . . .
http://www.ali-rahimi.net/other/self-shadow-radiosity-normal-map.exe

Related links
http://forum.quest3d.com/index.php?topic=63520.0
http://www.lumonix.biz/yabb/YaBB.pl?num=1191220107
http://www.gamedev.net/community/forums/topic.asp?topic_id=470296

 

Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------

Some of my highlight works.

 
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Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------

My youtube channel.

http://www.youtube.com/alirahimish

 

Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------

Links that are related to my works.

http://www.quest3d.com/index.php?id=217
http://www.quest3d.com/index.php?id=215
http://cgpersia.com/2009/01/realtime-3d-previews-by-ali-rahimi-774.html
http://www.pouet.net/topic.php?which=6920&page=1&x=31&y=13
http://www.shadows.fr/blog/ali-rahimi-3d-temps-reel-quest3d
http://www.geeks3d.com/20090702/tech-demo-direct3d-temple-2

 
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