Comments (2)
Sorry for the super late reply. I took a little break from working on it. Great work on SEPIA, and stellar name.
Technically, the pseudoholographic technique I use could be used with the SEPIA avatar(s), though the work required might be overkill. Basically, it's an OPENGL shader that uses a distortion map. Probably easier to adapt just the shader stuff to your own set-up (which is what I did, too) as 99% of the other code I have here would be irrelevant to you.
SEPIA seems to be a 2D avatar, which is still chill for OpenGL/WebGL shaders, though you'd maybe want to or need to switch up your rendering library/ies to be able to run shaders on it.
Bit of a lame answer, but maybe that sets you in a nice direction after a long pause.
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Thanks for the info 🙂 👍 , I didn't realize there was a distortion step involved.
You have to distort the image to account for the cylindrical shape I assume?
Currently SEPIA avatars are pure CSS (and some SVGs depending on the skin), but I thought about extending it to support 3D rendering etc. 🤔. I guess I have one more argument to look into it now ^^
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