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Some recent topics started on our forums |
Linderdaum Asteroids
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We would like to present our Asteroids game powered by Linderdaum Engine, that took part "Shoot'em up contest" at GameDev.ru
The demo with the complete source code is available from http://www.linderdaum.com |
Posted January 4, 2011 11:27:48 AM
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Computed tomography data rendering using GPU accelerated raycasting
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Linderdaum Engine generates images from 3D and 4D computed tomography datasets using the method known as GPU accelerated volume ray casting. It is a straightforward method that utilizes capabilities of modern video cards and is ready for next-generat... |
Posted April 8, 2009 9:05:32 PM
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Direct volume rendering via GPU accelerated raycasting
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These are a couple of screenshots from Linderdaum Engine volume rendering demo. Our direct volume renderer is implemented using OpenGL and GLSL. Raycasting is done in a fragment program. It can handle:
o 3D and 4D datasets
o nVidia GeForce... |
Posted March 9, 2009 1:22:38 PM
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Some recent replies made on our forums |
Volumetric and polygonal rendering together
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Linderdaum Engine (http://www.linderdaum.com) has this possibility. Ask at their forum if you have particular questions. |
Posted August 10, 2010 3:38:24 AM
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GPU raycasting
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How do you cast a ray inside a glass material? |
Posted April 15, 2009 12:02:55 PM
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Computed tomography data rendering using GPU accelerated raycasting
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Quote:Original post by taby
That's really cool. Do you plan on implementing transparency?
We already have one:
Opacity accumulation (without high-frequency transfer functions) is much simpler to implement than quality isosurface... |
Posted April 11, 2009 5:21:22 AM
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true 3D voxel engine for Nintendo DS
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Quote:Original post by HugoSmits
ah, I see now! :) that sounds like a pretty good approach indeed. I thought you where doing something similar to this engine; http://www.thermite3d.org
Ahh, they are doing isosurface extraction. We don't. Though o... |
Posted April 10, 2009 4:50:44 PM
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OpenGL 3.0 frameworks
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Works fine on my machine: NVIDIA Corporation 3.0.0 |
Posted April 10, 2009 3:42:43 PM
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true 3D voxel engine for Nintendo DS
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Quote:Original post by _SergeyK_
My framerate heavily depends on the scene (how many voxels are visible) and on which machine (DS/DSi) you run it. But on average I get between 30 and 50 FPS.
The resolution is 256x192 (which is the... |
Posted April 10, 2009 3:37:14 PM
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true 3D voxel engine for Nintendo DS
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Quote:Original post by HugoSmits
I can render the same amount of data (models of 256x256x256) on my Nintendo DS using less than 4 MB RAM, no GPU and a ARM9 (67MHz) processor.
But 256x256x256 gives 16 Mb...What did i miss? :O
Btw. in what r... |
Posted April 10, 2009 2:14:12 PM
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OpenGL 3.0 frameworks
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Quote:Original post by bubu LV
What do you mean by that?
Starting from Catalyst driver v9.1 OpenGL 3.0 context can be created and used on any ATI HD card. Starting from HD2400 up to HD4870.
I meant AMD 1x00 series don't support OGL 3. |
Posted April 10, 2009 1:00:50 PM
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Direct volume rendering via GPU accelerated raycasting
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Check out isosurfaces rendering capabilities: http://www.gamedev.net/community/forums/topic.asp?topic_id=530876 |
Posted April 10, 2009 12:57:33 PM
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true 3D voxel engine for Nintendo DS
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On current-gen GPUs with decent pixel shading pipeline you can do a raycasting in a pixel shader. That is pretty straightforward and gives impressive results compared to what can be done in software.
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Posted April 10, 2009 12:55:31 PM
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