September 20th, 2017
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And if you still have more questions... hit us up here!
Check it out :D!
And if you still have more questions... hit us up here!
GO HERE. SIGN UP NOW!
You will walk away from this a wiser person.
Seriously, hurry up as space is limited.
See you there!
This neat little timelapse piece had been in the making for a while...
... aaand finally it's here! Hope you folks enjoy!
Hey folks! If you're reading this go here and sign up now!
Duncan Brinsmead, the man who counts Maya Bifrost fluids, the Nucleus Physics Solver
(along with Jos Stam), Maya Paint Effects among many other things as his contributions
to Autodesk Maya is talking about what's next for Maya Bifrost. I don't tend to brag about
talks but this is more or less exclusive behind the scenes stuff going public.
Please bear in mind, this is meant to be for folks who actually use Maya
and would love practical first-hand tips. If you're one of them hurry
and sign up now as the clock is ticking (talk is on Thursday the 20th.)
See you there,
Yup, we've moved into a shiny new address!
Click here to find out where!
We also found plenty of neat stuff while doing so...
like old ideation/concept art stuff! Click here to see them!
Hopefully these'll keep you busy for a while cause it's
gonna take me a bit of time 'till the next write-up! ;)
So today I'm shutting down GAL
Without boring you with needless rambling, here's a bullet point list of
all the reasons why:
Sorry for those who maybe disappointed by this news. We'll get to this. Someday. But not today.
Wish you a wonderful week ahead.
TL;DR: GAL was becoming a dead weight and I shut it down.
Ladies and gentlemen.
It is with immense pride and joy that I make this announcement:
TooMuchVoltage Software Inc. is now an Autodesk Canada Co. research vendor.
TooMuchVoltage Software Inc. will commence work on a research project with one of
Autodesk Canada's research teams (headed by Azam Khan and Alex Tessier)
starting tomorrow February 1st, 2016. This is a highly exciting opportunity
and we welcome it with open arms. I envision a highly collaborative and rewarding
experience building together with Autodesk in the coming months and years.
* The Autodesk logo is a registered trademark of Autodesk Inc.
First and foremost, happy new year!
Secondly, I wish to present to you (*drum roll*) : TooMuchVoltage Software's first
free and open source project! GAL : Graphics Abstraction Layer.
This is a Direct3D 12 wrapper that will also be extended to wrap Vulkan.
(Metal support may also arrive if some concerns are addressed by Apple.)
It's a slim, light-weight wrapper around Direct3D 12 that rather than hiding
the nitty gritty concepts of Vulkan and Direct3D 12 (Command Queues,
Pipeline State Objects... etc.), it makes them easier to understand and consume.
It simply hides boilerplate and platform/API-specific stuff.
So I dropped this on Github a few nights ago and so far it seems to have gained
quite a bit of traction! It's currently in its infancy (v1.000003) and I ask you
to help me make it better and grow! I would love to once again democratize
graphics development the same way engines such as Ogre have been for many years.
Therefore, please fork or contribute to it.
Stay tuned for more updates!
Til next post...
-- Baktash, over and out.
So I get off the plane, get home, dose off and wake up to find out that half the
world away scores of innocent people have been slaughtered mercilessly. Way to end a
nice trip. So please excuse me while the mood is a bit somber over this.
And of course, there's more to be upset about as rumour has been going around that
Apple has been slowly squaring itself away from both OpenGL and Vulkan (e.g. not
releasing a new OpenGL driver -- still remaining on 4.1 -- and resigning from
the Vulkan working group (is this really true?)) in favor of Metal.
Well, this sucks. And you'll find me hounding Apple in the coming days for this.
While I was away on vacation I still got some things done. Made some OpenCL kernel
and wrapper performance improvements for HighOmega that interestingly only affected
nVidia cards. (or at least my GF 460M GTX.) So here it is.
Let me know by any of the means available to you whether you've experienced
speed ups on any platform. Until next time...
So I decided to re-upload the Toronto ACM SIGGRAPH TechTalk video from Sept. 29th
with a helova lot more editing! I tried to keep all the highlights of that memorable
evening, while keeping out all the shakiness, blurriness and out-of-focus-ness
(... for the most part.)
You can watch the video here!
Hopefully, this one will impress you more than the last :)
Goes without saying that it was a lovely night! We had raffles, beer, nachos... lotsa fun!
Make sure not to miss the next one!
In the meantime, I decided to do some clean-up on HighOmega as well. I removed some
deprecated GL stuff that had fallen through the cracks and started caching some shader
values (e.g. uniform and attrib locations on linked shaders.)
What I found was quite shocking. Caching uniform/attrib locations on my GF460M GTX
results in no gains (performance-wise) while it resulted in an avg. 30% increase in
frame-rate on my Radeon 7970HD (while running templegarden.) This is starting to prove
my gut feeling that AMD GL drivers seem to have higher GL API call overhead than their
nVidia counterparts. Again, don't quote me on this... it's just a gut feeling (with some
evidence.) But a 30% increase in performace is hard to miss.
Now to be fair chances are they're probably spending all that time doing stringent
state-completeness checks to make sure things are in order before letting your call through.
One more reason to impatiently wait for Vulkan!
In the meantine you can grab the most recent version on the downloads page.
And with that, I'm gonna be taking off for a month! :) I'll be relaxing in a far
distant land. See you all when I get back!
Well this is going to be a short but nevertheless a very important post :)
I just uploaded HighOmega v2.000007! Grab it here.
This version includes the sparse-voxel hybrid path tracer that I unveiled on
Twitter and Facebook not that long ago. Of course, bear in mind that blocky
reflections that happen near the ground can be alleviated by using cascaded
sparse voxel representations of the scene (this implementation was not extended
that far). The main purpose of this release is to put it out there for
benchmarks and general fooling around :)
Anyway download it and let me know how well it does or doesn't run on
your rig!!! (Leave comments on Facebook or msg on Twitter if you'd like)
Hope you enjoy it and until next time,
UPDATE: For those of you who can't find your way around, select "Voxel Outback"
from the map selection menu. Also try going up the dark stairs to find your
way into the second area ;)
Last night was AWESOME!
It was truly an honor and a pleasure to be presenting to the
Toronto chapter of ACM SIGGRAPH. I would like to formally thank
Jacky and the entire Toronto ACM SIGGRAPH team for making this
happen. I would also like to thank each and every one of you
who showed up and made last night a huge success and a memorable
experience for all of us. It was great conversing with you about
various aspects of graphics and game design both after the talk and
at the pub. Truly a night to remember!
As promised here I've uploaded the presentation along with all the builds and
videos used to make it! Grab them all here in the publication section!
Well, that is all for now... make sure to check back next week for a
surprise new build with some new cool features!
Until we meet again :),
Ever wondered how HighOmega does its fluid simulations?
I'm going to be talking at the Toronto ACM SIGGRAPH Tech-talk held on
September 29th, 2015 from 6PM to 8PM! It will be held at
Autodesk Viz Studio, 210 King St. East, 2nd floor.
Seriously, be there! It will be lots of fun! Plus, there will be a warm networking
night held right after the talk where we'll get to drink and talk about
whatever it is you have on your mind about the HighOmega game engine.
Discussions may or may not include leprechauns and unicorns. Maybe.
Stop reading this damn it and CLICK HERE ALREADY. Jesus.
Seriously ... come :D!
At least you'll get a chance to say you've been inside Autodesk once :P
Do it :).
P.S.: Original link. Be a champ and become a member today :)!
So where do I begin? ACM SIGGRAPH2015 was an unprecedented blast!
The talks and courses were amazing, and there was so much to discover
you couldn't possibly get to it all! But I still managed to go to quite
a lot and learn quite a massive lot about what others are doing in the
game graphics sphere. I also got to showcase HighOmega on the
Cg in Africa + MidEast panel which was a huge honour and an absolute
pleasure! If you missed it, you missed a LOT! So make sure to grab your
tickets for next year :).
I also managed to speak to and converse with some of the most brilliant
minds of our generation in graphics: Christophe Riccio (OpenGL insights anyone?),
Cyril Crassin (SVOGI, remember?), Graham Sellers (World Guru on OpenGL and Vulkan),
Mark J. Kilgard (Remember GLUT? :)), Tobias Hector (Grab your iPhones!) and
many many more to fit here. Much drinking and partying was involved!
(SIGGRAPH Chapters party was NUTS!) The experience was truly one of a kind.
But one of the side effects of going to SIGGRAPH is that you feel like you
can't stay still! It feels as if the world is moving at a much faster pace
than you! So I got to work and added tessellation support for terrains in
HighOmega (alongside some bug fixes and other improvements).
Grab it while it's hot in the Downloads section.
I also brought back a lot of pictures along with their stories :)! Grab them from our
And since so many of you had requested a better site, I also sat down and rewrote the
to navigate this time :).
Well... I guess that's it for now. I hope you're also having fun wherever you are
and whatever you're doing :).
Until next post,
So two days ago I went on Reddit and asked for people's opinions on
HighOmega. I received a wealth of feedback and have already implemented
some while contemplating others. Interestingly, at some point the topic was 4th
hottest thread and 2nd top thread on GameDev subreddit. Also sometime yesterday
the servers hosting the site (apparently) slowed down due to the massive
amount of interest in the topic. For all of this, I wanted to thank you,
the GameDev subreddit community, for your overwhelming interest and your
helpful feedback. Here's a link for anyone who missed it: click here!
Earlier this year, during GDC 2015, Khronos announced the Vulkan(TM) API!
The OpenGL development community jumped in joy and hailed the news in unison.
And so did I! I have to say, this has to be one of the most exciting
pieces of news to have ever come from the Khronos committee!
I will be watching the development of this API very closely and if it proves to
be what it is promising to be, the HighOmega engine will get a Vulkan makeover :).
Let's all hope that Vulkan will not be another OpenGL-3.0-release-type experience
and that Khronos will really deliver this time.
Holy bleeping bleep! That was AWESOME!
I would like to personally thank everyone who showed up!
If you have pictures of the event please post them on the
click here! wall. I'm creating an album and you should be in there!
For the time being there are some pictures up on there.
Make sure to check'em out if you haven't already.
Thanks again for your ever-present support in every way, shape.
Until next time (and believe me, there will be one),
Well, well, well... it is finally here!
It is with great pleasure and joy that I announce the release of
HighOmega v2.0 to the public. This version was under active
development for 2 long years. Looking at the change log one
can get a sense of how much the engine has changed (or rather
has improved) over the past 2 years: 156 feature improvements. When all is said
and done, the hope is that you will take great joy in playing around with it and
finally finding out what was brewing under the hood all these years.
HighOmega v2.0 is available for download in the Downloads page! Check out the
YouTube trailer! as well while you're at it.
We would also like to announce the launch of our newly created online store!
Please support us by heading on over and grabbing your favorite merchandise!
Thank you for taking the time to read this jubilant post!
P.S. We know we've been silent. We're sorry. We promise to engage the community
more going forward. Reach us on our new and improved forums!
After a tumultuous 2012, and a cancelled title TooMuchVoltage is back.
For this company and me personally 2010-2012 were experimental and
educational years perhaps crucial for a new found focus and dedication.
In those years this company spend time, money and energy focusing on
efforts that were in no way related to its long terms goals and this
corporate side-tracking perhaps caused it quite a bit of hurting.
However, as most would agree making mistakes is one of the most effective
ways of learning and as the saying goes: what does not kill you makes you
Having said all of this, there's quite a lot to be hopeful about. There will
be -- hopefully soon -- interesting announcements and uploads that I will be
sharing with you with some joy. And bigger plans are in development behind the
scenes for a larger project that will no doubt be exciting for you to hear about.
In any case I ask you to have faith in us and stay tuned.
P.S. I hope you're enjoying the HTML5 port of this website as much as I am :)
The story of this company is too long, involved and crazy to
fit a small blurb on a single web page :). However, what I can fit here
are the highlights of its journey getting here:
After years of hard work, we present to you HighOmega v2.0!
Click the image below to watch the HighOmega v2.0 release trailer on YouTube.
Don't forget to leave us a comment or suggestion. We'd love to hear back from you.
Click here to download the latest demo: v2.000009.
We do happen to be providing consulting services to companies involved in
interactive digital media. Network with us if you're interested.
Starting February 1st, 2016 we will be providing research consulting and development to one of Autodesk Canada's research teams on a very exciting project. Autodesk is a market leader in providing Computer Aided Design and state of the art CG software solutions to a wide range of industries around the globe.
* The Autodesk logo is a registered trademark of Autodesk Inc.
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