View allAll Photos Tagged glsl

Visualization of distances to three points on a right triangle, colored according to the least-height rational within each pixel's domain. Brighter values of red, green, or blue indicate lower height rational distances to points A, B, or C were found within a pixel's domain.

 

Implemented in GLSL to demonstrate the efficiency of using a Stern-Brocot binary search to locate rationals. Renders at high fps on the GPU.

 

Dark bands are where 50 iterations were exhausted without locating a rational within the pixel. These bands surround all rationals, as lower-height rationals tend to avoid each other.

 

If a point with rational distance to all 3 points exists (it is unknown whether any such points exist) within the height cutoff, it will appear as a white pixel at the intersection of three circles.

Made in Quartz Composer, exported in QuartzCrystal and then in Quicktime

Tests for using GLSL Shaders in TIFF output for printing

Procedurally-generated art. Algorithms and postprocessing by me. GLSL source:

 

www.glslsandbox.com/e#42588.0

Exploring a tangent from the Cymatic Fluid studies. No fancy GLSL here, just simple white lines on black background.

got reaction diffusion working on ios!

realistic small security system control room, Cinematic, Photoshoot, Shot on 25mm lens, Depth of Field, DOF, Tilt Blur, Shutter Speed 1/1000, F/22, White Balance, 16k, Super-Resolution, Megapixel, Pro Photo RGB, VR, Lonely, Good, Massive, Half rear Lighting, Backlight, Dramatic Lighting, Incandescent, Optical Fiber, Moody Lighting, Cinematic Lighting, Studio Lighting, Soft Lighting, Volumetric, Conte-Jour, Beautiful Lighting, Accent Lighting, Global Illumination, Screen Space Global Illumination, Ray Tracing Global Illumination, Optics, Scattering, Glowing, Shadows, Rough, Shimmering, Ray Tracing Reflections, Lumen Reflections, Screen Space Reflections, Diffraction Grading, Chromatic Aberration, GB Displacement, Scan Lines, Ray Traced, ray Tracing Ambient Occlusion, Anti-Aliasing, FKAA, TXAA, RTX, SSAO, Shaders, OpenGL-Shaders, GLSL-Shaders, Post Processing, Post-Production, Cell Shading, Tone Mapping, CGI, VFX, SFX, insanely detailed and an aspect ratio of 16:9. --ar 16:9 --v 5.1 --style raw - Image #3 @BSSG

Testing some GL stuff out in Plask. I made a janky glsl point light shader. It mostly works but for some reason the specular highlights are showing up on polys that don't actually face the light.

Displacement Map video

 

El video fue hecho en processing.

Se utilizo opengl y glsl en tiempo real.

 

Se anadio una textura de una nebulosa

The white fireball trail in the foreground is a lighted billboard texture attached with a particle affector. The anime red hair is driven by a texture-phong glsl shader. The glass wall is driven by another GLSL shader using two textures, the first texture is a normal map and the second is a Render-To-Texture.

friday night technology tangent

1 2 ••• 10 11 13 15 16 ••• 44 45