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Some recent topics started on our forums |
Simple trick to animate Perlin noise
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Hi,
Maybe this trick is known but I couldn't find any document about it on the web, probably because of my weak "googling" skills. Anyway... I just want to share it.
It's very simple: Just rotate the gradients.
The following example evaldra... |
Posted October 22, 2009 4:01:34 PM
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Isuray
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This is a screen shot from a little program that uses raycasting to render implicit surfaces. It's similar to the one of my last IOTD but this time the rendering is done on the GPU at interactive rates. I also added the -much faster- classi... |
Posted April 16, 2009 6:33:53 PM
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IMPLICIT
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Hi,
Here are some screen shots from a tiny ray tracer I am making to render implicit surfaces.
It runs under evaldraw and features shadows and multiple reflections.
The core of the script is a root finder based on adaptive marching poi... |
Posted December 9, 2008 2:14:59 PM
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Play with math
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Hi,
My first IOTD!
This is my hobby project "GLFormula". I'm developing it with Delphi. Graphics are done with OpenGL. Well... very very basic R1.1 OpenGL. But cool images, aren't they?
cheers |
Posted December 16, 2006 10:48:39 PM
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Some recent replies made on our forums |
GLSL Droste
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Hi,
Here is the link to an Excellent pixel bender implementation of this effect. pixel bender language is not GLSL but it's very close. Hope you'll find it useful. |
Posted December 11, 2010 9:10:23 AM
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Bilateral Filtering
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Quote:Original post by Tipotas688
Hmm I am still a bit confused with the whole kernel business
How big should be the kernel? 3x3? The whole image? My preference?
Your preference:) It depends on the results you want to achieve.
Quote:O... |
Posted November 11, 2010 7:22:12 AM
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Ray generation with rotated camera...
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That's what I thought. Your Field of view is too large. with the values you gave the field of view is (in left-right direction):
2*arctan(PixelWidth*ResWidth/2/CamLength)=2*arctan(0.001*1600/2/0.1)=165.75°
which is very large.
If You set a vari... |
Posted November 10, 2010 6:38:00 AM
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Ray generation with rotated camera...
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Maybe it's because the camera position is too close to the view plane, so your field of view is very large. What are the values of PixelWidth, PixelHeight and CamLength? |
Posted November 10, 2010 5:53:55 AM
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sphere projection question
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Quote:Original post by apatriarca
I think this is a special case regardless of the method used to get the bounding box.
Exactly! but the in this case, the special cases are the "trickiest" part as Eric Lengyel's excellent article shows.
In the m... |
Posted October 29, 2010 12:52:09 PM
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Keep point within circular area
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What your code does is:
-update mouse position.
-correct mouse position if it is ouside the circle.
The problem resides in the correction part. If the updated position is outside the circle, the corrected position should be the orthogonal projec... |
Posted October 29, 2010 12:33:13 PM
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sphere projection question
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Because if the sphere is partially behind the camera it will be transformed by the perspective matrix into an hyperboloid. |
Posted October 24, 2010 2:28:26 PM
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sphere projection question
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Hi, That's conceptually much more beautiful than te method I gave.
I'm having trouble understanding this:Quote:Original post by apatriarca
uT (P-T T-T D T-1 P-1)-T u = 0,
uT (PT TT D-T T P) u = 0,
Shouldn't it be:
uT (P-T T-T D T-1 P-1)-T u =... |
Posted October 22, 2010 4:03:14 PM
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sphere projection question
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Quote:Original post by NiGoea
Anyway, I'm having troubles with the math :(
Things would appear simpler if you look at the angles. Let us measure the angles from the vertical axis. Let:
1) alpha: the angle(s) between the vertical axis and the lin... |
Posted October 21, 2010 9:18:23 AM
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Torus
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Quote:original post by apatriarca
In the paper they assumed the sum of the radii to be one (R + r = 1). I don't know if this is used to find the equation of not.
No! it's just to insure that the torus is inside the [2 x 2 x 2*r] box centred at... |
Posted October 18, 2010 2:54:21 PM
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