View allAll Photos Tagged glsl

using sin(dx)+sin(dy) as distance function for tiling voronoi patterns

SVG particle system coded in Cinder and rendered using OpenGL with GLSL shaders for blur and Photoshop style blend modes.

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

SVG particle system coded in Cinder and rendered using OpenGL with GLSL shaders for blur and Photoshop style blend modes.

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

simultaneously coding in the shader builder and OF

Side project. playing with one single line and 1 sphere.

 

Watch the video on Vimeo vimeo.com/533483080

 

Made in C++ with Cinder libcinder.org/

SVG particle system coded in Cinder and rendered using OpenGL with GLSL shaders for blur and Photoshop style blend modes.

realtime generated with Max/MSP/Jitter.

point tracking prepared with syntheyes.

sound track from “Invisible Landscape …”

 

music: mergrim www.mergrim.net

visual: Masato TSUTSUI adsr.jp

 

Watch this video on Vimeo. Video created by Masato TSUTSUI.

Long Mynd

 

17-05-2014

Output B

Stage: 95%

Status: Settled

 

Shader effects video on Vimeo

1) Depth of Field, Blur + Bloom GLSL

2) Depth of Field, Bloom GLSL

 

Technical demonstration video w/o shader effects

Particle Field, Particles and Clusters

Programming a new audio-reactive animation

 

C++ / OpenGL

Made with Cinder: libcinder.org/

written using pixel bender (GL Shading Language)

 

Shot taken at a weird angle while gravity-switching. I 'jumping off' the underside of the glass platform

Rhino APC Tracks test view in GLSL material mode.

 

tex + nor map = 67.5mb for tracks alone

 

Rhino by Biohazard91X at www.fallout3nexus.com/downloads/file.php?id=5730

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