Projects

  • Archive for Austrian Video Game Development

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    We just recently (i.e. 1st of March 2013) officially announced the Archive for Austria Video Game Development to the public. It is a project that has been cooking for some time now, and it is worked on by the kind people who also organise the Austria Game Jam (which was a blast this year, haven’t found the time to write about it yet, though).

  • An Interactive Fitts' Experiment

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    In this recent spring term, when I still resided in the cold yet lovely Copenhagen, I participated in the User Interface Technologies course where we toyed around with an Arduino to build a simple colorimeter, used the kinect for text input while being dressed up as a gorilla, and finally built an interactive Fitts’s experiment. Fitts and the infamous Fitts’s law he proclaimed date back to the 1950s but it is still of great relevance to today’s user interface technology research and evaluation.

  • Idiots Attack the top Noodle

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    This spring I ventured to the a folk hojskole outside of Copenhagen to participate in the Exile Game Jam. At this jam I met many nice people and in the course of the a weekend we created the game Idiots Attack the top Noodle. At the beginning all we had was a bunch of Playstation Move controllers and a consumer grade EEG brain scanner to measure the player’s brain waves.

  • Sputnik, a 3D/audio/visual/music project

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    …It almost feels like christmas, handing in the final report of Sputnik today. It was a lot of work over the last few months, but in the end, I feel like every hour spent (over 300, that is) was worth spending. I would also like to thank my süpervisor Esben Warming Pedersen (here, and there), whithou whom this project would not be what it is now. He was a great help during the process and always pointed me in the right direction. Great thanks also to the testers I tormented in the user study.

  • SSAO Sample

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    This is the project I did for my bachelor’s degree. It is an implementation of current (as of 2010) state of the art Screen Space Ambient Occlusion (SSAO) techniques. It is implemented as a fork of the Ogre3D rendering engine and is hosted on bitbucket (bitbucket.org/simonwallner/ogre-ssao-sample/overview).

  • Atmospheric Scattering

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    This is a small project I created for the real time visualisation lab course at the Vienna University of Technology. It is based on my ever growing KOCMOC codebase.

  • KOCMOC

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    KOCMOC (read cosmos) is a demo that I created for the real time rendering lab course at the Vienna university of technology. It is a demo as in demo scene, a cg program that runs on its own without interaction. It is like a movie, but each frame is generated in real time.

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