Matthieu LABAN
.NET, My Life, Flight Simulation and Real Flight...

 
About Me :
25 Years old developer and aviation
enthusiast living in Santa Clara, California.
View Matthieu Laban's profile on LinkedIn 
Contact me at :
mlaban at gmail dot com


Photo & Video Galleries:
- Gallery List
- Flight Videos
Resume :
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Flying and day trip to Carmel, California 

This week end was busy!

On saturday, I went to Tracy (KTCY) with Bruno to meet with mike and spent the afternoon flying around :)

And on Sunday, Julie and I drove down to Carmel by the sea, a few miles south of Monterey. I could have flown down there... but we decided to drive... next time we'll defintely fly because one thing is for sure: we'll definitely go back!

It was beautiful! Translucid water, white sand beaches, beautiful neighborhoods...
On the way to Carmel, we drove on the
17 Mile Drive, a road that goes through Pacific Grove and Pebble Beach. Though it was quite chilly everytime we stopped for pictures (strong winds coming from the sea) the view was just beautiful!

We stopped for lunch in Pebble beach, in a restaurant near the Lodge. We sat outside, on a terrasse overlooking a small golf practice area. Very peculiar! It looked like a paradise...

Click below for the entire set of pictures:

2007-05-20 - Carmel - Pebble Beach - 17 Mile Drive
Santa Cruz, and Petaluma 

I just posted a set of pictures of two of our recent excursions. One of them took us to Petaluma Airport, in the Sonoma Valley.

The flight part was cool, flying over the maring layer during the Class B transition was pretty awesome... I think that's the first time I flew over San Francisco without even seeing the Golden Gate Bridge as it was completely covered in clouds :)

Second one was our day road trip to Santa Cruz and Half Moon Bay. We headed to Santa Cruz for lunch. We had already been there but only one the beach... this time we wanted to walk downtown. I gotta say, downtown Santa Cruz is way better than the beach. It has a lot of stores and Julie could find lots of stuff she couldn't find in Santa Clara. We'll definitely come back.

After lunch, we headed north on Highway 1 to Half Moon Bay. It was a nice ride, the marine layer had decided to stay off the coast this day so sky was perfectly blue! Although, the wind was coming from the ocean, and it was darn cold (14c on the shore, while it was 23c in Santa Clara on the other side of the mountain).

We stopped in Half Moon Bay and bought fresh fish at the fish market... We heard good things about this market, that's why we went... but we didn't find the fish that great... Defintely not a place we'll go back to for our fresh fish... We'll go back to our good old Menlo Park fish market !

Galleries:

2007-05-13 - Santa Cruz

2007-04-01 - Petaluma
Simple Atmospheric Scattering for Flight Simulator Project 

For the past few days, I've been working on a Atmospheric Scattering shader to simulate the atmosphere in the Flight Simulator Project.

The previous model was based on a simple vertical interpolation between two colors, haze and atmosphere with a certain exponential component. This time, I wanted to try something new and actually simulate the difference in vertical space but also in the horizontal space, to see a difference between facing the sun and facing the penumbra at sunrise for example.

I won't go into too much details here, I'll probably write something about this algorithm later, but I think I can pretty much say that it's very simple and easy to understand. Almost everything happens at the pixel shader level using a couple of lerps and dot products here and there...

 

This model is capable of simulating different times of day, dense fog or light haze. The haze layer height can be adjusted, and setting the view point above the haze impacts how muchs blue sky is visible.

Right now, it only works in FX Composer 2, but the entry points and vertex format are exactly the same as the ones I use for my Common Shader, so it'll be easy to integrate it.

Runway Markings... 

Last week end, I started implementing runway markings by spending an evening reading the specs for runway markings that are available on the FAA website. It's amazing how detailed these specs are. They specify all distances between everything and everything, the types of markings based on runway approach and such... Of course, I'm planning on sticking to these specs as much as possible, which is not going to be easy...

So far, I added the high end runway numbers... It works but I'm not entrely satisfied with the way it's coded... I made a big texture with the numbers and apply it automatically on quads placed just above the runway texture... The hard part was placing it according to what the FAA says... but I managed to make it work and here's the result.

Of course, these numbers use the same shader, so they are lit by the landing light, which is very kewl at night!