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intermediate glitch while trying to understand the behvaior of the cloning algorithm

working on a variable-diffuse cube map shader. light probe taken in my old bedroom ;)

Made with processing, opengl, glsl

 

Organic movement

Tree growth influenced by magnetism, gravity and a pinch of perlin noise.

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

 

www.glslsandbox.com/e#42588.0

If an 8.6 Magnitude earthquake were to hit San Francisco, this is what I would see if I were running the app and somehow managed to escape being crushed, buried, or burned to death. Quaint, no? Imminent doom represented as shiny bubbles. Earth blisters, if you will.

 

Made with a C++ framework being developed by a team at Barbarian Group, headed up by Andrew Bell ( www.drawnline.net ).

 

In working on the Java landscape engine, I started to finally realize and accept that I should be doing it all in C++, the demon bastard language that has claimed many an art-school graduate. Luckily for me, Andrew and his gang of geniuses have been cranking away on a fantastic C++ cozy that has made the transition from Java 95% painless.

 

This particular project, which is being made as a way for me to take baby steps instead of diving right into the deep end (mixed metaphor!), is a visualization of the last 7 days of earthquakes with a magnitude of 2.5 and higher. Incidentally, I accidentally rediscovered bumpmapping when trying to wrap my head around normals and normal maps. I love it when that happens! Instead of actually reading about bumpmaps and learning it the proper way, I did it by trying every arithmetic operator one by one until I got something interesting. Three cheers for oblivious discovery! Now if only I could accidentally understand how to use quaternions.

 

Oh, and the awesome high-res texture maps are from the extremely wonderful oera.net. www.oera.net/How2/TextureMaps2.htm

 

Visualization of distances to three points on a right triangle, colored according to the least-height rational within each pixel's domain.

 

Implemented in GLSL to demonstrate the efficiency of using a Stern-Brocot binary search to locate rationals. Renders in realtime 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.

Shadows progress.. I think it's pretty compelling so far just with simple low-res (512^2) exponential shadow maps. I should probably add some way to multisample the shadow map, and adjust the light direction somehow.. I'm not sure how Flickr is trying to crop my GIF.. errrgh.

Venturing into the land of glorious OpenGL shader cheese.

Been playing around a bit with Ogre lately ( www.ogre3d.org/ ) which has been lots of fun.

Currently I'm trying to make a really badass Glass shader in GLSL complete with chromatic dispersion, still needs some work though.

 

Good reference for that here:

http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter0...

 

What you can see in the background is part of a cube map I downloaded from:

www.humus.ca/

this is a helpful texture that sorts the 38 macpaint fills from darkest to lightest. each fill is a repeating 8x8 tile.

Got @t0neburst 3d perlin noise glsl shader to work in processing. Works in real time. The shader is a good start for converting some surfaceLib shapes over to glsl.

wip.. colors are shit right now, but will get better

code.google.com/p/osgocean/

 

Real-time ocean rendering using Openscenegraph

Venturing into the land of glorious OpenGL shader cheese.

attempts to learn some GLSL

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Venturing into the land of glorious OpenGL shader cheese.

Testing index continuity. I might introduce a breaking change that replaces `t` with `i` (0 - count index). Pre-dividing the index seems to introduce inaccuracy when multiplied back to its original value.

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