Duael ETH's profile

FUI [ Fantasy User Interface ]

I have always felt that the current method for displaying a Black Hole, generally involving a distorted 2D plane or a dark sphere in space, fell short when it came to FX. The discovery of Relativistic Jets gave artists another way to visualize the Hole without making a hole. Gravitational Lensing known as the "Einstein Ring"  takes Black Hole visualization a step further, but it still lacks any reference to the rotation of the Hole on three axis, and how this might affect incoming objects and the outgoing Jets.

With this object I attempt to address the rotation in a logical manner that allows for all the previous ideas to coexist, and gives the Jets  a mathematical reason for their direction.



Beads have been placed on this wireframe to help visualize the twist and the resulting vortex. It is in this vortex that the Jets would be emitted, as it would be the path of least resistance.



A Stereo Pair image as another method for visualizing the 3d volume of this object.[ Cross Eyed viewing ]


MILk User Interface
Multi Image Layered kinetic display screen / interface. A dozen "Glass" layers capable of displaying opacity and transparency work together to simulate a shallow 3D interface. The graphic elements fade into the white of the background creating a Milk like appearance.




Desktop screen brightness controlled via HDR images
The use of High Dynamic Range images has been growing exponentially in the FX industry. There are many methods that can be employed for generating these types of images and there are many different ways to make use of these images. 
In this animation I attempt to address the possibility of using HDR based images as a method for controlling overall screen brightness without touching the monitors controls. These window bitmaps are the same glass bitmaps that ship with Vista, but they have been enhanced to 32 bit .hdr format files.




These two 1:1 crops at different exposures show the finer detail not seen in the compressed and resolution reduced video. Glass edge highlights retain a brightness when the exposure is reduced, and this brightness contains a small level of color shift toward the green.


This second animation is intended to demonstrate how the artist can introduce color into the exposure change.
The white areas within each of the glass windows are all over-bright floating point values. Their true color values are not revealed until the exposure is dropped. In this animation there are several different "true" colors in the over-bright whites. 
Varied levels of brightness can exist in the same area as well. The white text has a brightness level that is double that of the whites around it.
FUI [ Fantasy User Interface ]
Published:

FUI [ Fantasy User Interface ]

Fantasy User Interface designs

Published: