View allAll Photos Tagged glsl

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

now with pixel shader!

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)

 

From wikipedia: Bloom (sometimes referred to as light bloom) is a computer graphics effect used in computer games and high dynamic range rendering (HDR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light around very bright objects in an image.

 

This image shows my implementation of the bloom effect. Although you have to admit the bloom is too excessive in the image, but who cares? It looks cool, doesn't it?

 

The resulting real time image is post-processed through a GLSL shader, after which it is shown. I did it in a very simple way, I blurred the image, then multiplied the result with the original.

 

en.wikipedia.org/wiki/Light_Bloom

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

A 3D Mandelbrot twisting from power 3 to power 8 and back. The spikes are created by clamping the y component of the triplex complex numbers used in the algorithm.

 

Raytraced in a GLSL patch I have written for QuartzComposer. It animates at about 20 fps at 640x480 with simulated ambient occlusion and raytraced shadows.

 

Update: see the blog post for more info and downloads: www.subblue.com/blog/2009/12/13/mandelbulb

 

Watch this video on Vimeo. Video created by subBlue.

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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