Today was drift day at El Toro. Interesting events, interesting crowd. It rained until about noon, making driving and shooting difficult. Then the sky cleared up and all was well.
Drifting creates some great opportunities for the photographer, but it isn't easy. Panned shots are important and this skill always involves a degree of trial and error. The optimal snap shows the rear wheel spinning while the front wheel is turned and locked. Skids and smoke is a plus. Here's what five hours of shooting yielded.
I picked up a Nikon f/2.8 70-200 from Calumet. I was hoping for something longer and prime, but that's all they had available.
Saturday started with Mario Galaxy and In 'n' Out, then we drove down to Qualcomm to scout the autocross scene. Jon and Ty rode with Erik for a couple of laps, J and I did some shooting. Can't wait to get the vr down there. Scroll down for more infor...
Today featured a long-anticipated Del Mar session followed by a screening of Streets of Legend. Unfortunately the movie did its Sundance award little justice. And there wasn't much in the way of racing. But I have high hopes for Driven.
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Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based
Progress report. Sir, we have inbound screenshots from the first two weeks of full-time development. Bearing zero nine five, range three hundred. Prepare countermeasures. I added motion blur around the screen edges when the player is at their maximum speed: The phone has returned, but now it's in full 3D glory: Some parts of the levels now build up dynamically when the player reaches them.