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got 1,000,000 particles animating on the gpu last night. this is only 262,144 because the framerate is a little choppy at 1M on my MBP..

I made a simple material editor that's built into the game. The user can make his own materials (make his own textures first, then refer to them in the editor, and tweak values). The editor can also save .material files, and the user can use his materials in his levels (yes, you can create your own levels, check this out: nikki93.github.com/blog/2009/09/28/grall2usrlvl.html).

 

Here you can see me tweaking parameters of a glowing material.

#WIP #WebGL #Javascript #Computational #Design

Agent based image space metaballs. Spatial hashing is used to cope with the large number of agents and their individual processes. Video on Vimeo

Agent based image space metaballs. Spatial hashing is used to cope with the large number of agents and their individual processes. Video on Vimeo

late night exploration of fractal noise

GLSL generated sphere with the help of some audio data to disturb the form. The whole computing of form normals and lightning is done on the gpu. Processing as just use for audio analysis.

attempts to learn some GLSL

While gravity-switching. The camera rotates smoothly into position, this shot was taken while it was doing so.

Depth buffer experimentation

 

Watch the video on Vimeo vimeo.com/brainswitchmedia

 

Made in C++ with Cinder

displacing a grid using inverse square distance from some particles

now with pixel shader!

#WIP #WebGL #Javascript #Computational #Design

they're connected now ;)

Some tests for my submission to Written Images. Mesh created in Blender, then imported to Cinder (C++) for subdivsion and rendering.

inspired by suprb renders, zebra is a study about GLSL filters

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