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9bit Science

Made a GPU pathtracer. I made a very basic GPU pathtracer. Check out the code at Github. If you want to play with it. Below is a devlog of sorts. I implemented most of the features I wanted, so the experiment is done for now. Feel free to mess around with the application. Its all open source on Github! Alright. Got direct lighting now. Sort of. This means we get crisp shadows. Not sure if Im doing it right though! The lighting computation is now basically:. In this image Ive projected the extent of the f...

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9bit Science | 9bitscience.blogspot.com Reviews
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Made a GPU pathtracer. I made a very basic GPU pathtracer. Check out the code at Github. If you want to play with it. Below is a devlog of sorts. I implemented most of the features I wanted, so the experiment is done for now. Feel free to mess around with the application. Its all open source on Github! Alright. Got direct lighting now. Sort of. This means we get crisp shadows. Not sure if Im doing it right though! The lighting computation is now basically:. In this image Ive projected the extent of the f...
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9bit Science | 9bitscience.blogspot.com Reviews

https://9bitscience.blogspot.com

Made a GPU pathtracer. I made a very basic GPU pathtracer. Check out the code at Github. If you want to play with it. Below is a devlog of sorts. I implemented most of the features I wanted, so the experiment is done for now. Feel free to mess around with the application. Its all open source on Github! Alright. Got direct lighting now. Sort of. This means we get crisp shadows. Not sure if Im doing it right though! The lighting computation is now basically:. In this image Ive projected the extent of the f...

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9bitscience.blogspot.com 9bitscience.blogspot.com
1

9bit Science: OpenGL Things

http://www.9bitscience.blogspot.com/2014/04/opengl-things.html

Exams are coming up, and with no lectures I've had some spare time to mess around with OpenGL. I'd like to work on a larger project of some kind, but for now I've been doing these small tech demo thingies. I've been using my homemade rendering library named glTerrain. It started out as the name suggests, but over time it morphed into some weird mix of who knows. But it works! All the demos (there are more than in this post) can be found on my Github. Where I got my maps. Short but good tutorial.

2

9bit Science: Lightweight GUI library for C++

http://www.9bitscience.blogspot.com/2014/08/lightweight-gui-library-for-c.html

Lightweight GUI library for C. I recently discovered this tiny, awesome graphical-user-interface library by ocornut. The best part is that it's really easy to integrate into your OpenGL/DirectX/SDL or whatever project. You need to include 3 files, and define a function callback to render the vertices that the library pumps out each frame. 0; ioKeyShift = (event.key.keysym.mod and KMOD SHIFT)! 0; break; / etc. } }. Because the library is a so-called immediate mode GUI, using it is super simple as well:.

3

9bit Science: Realtime 2D wave simulation

http://www.9bitscience.blogspot.com/2014/05/realtime-2d-wave-simulation.html

Realtime 2D wave simulation. Traditionally, rendering water uses a hack known as normalmaps. The normalmap represents small variations of the surface normal due to waves. And this works pretty well! Good normalmaps can give a convincing wave effect combined with some clever scrolling techniques. If you want artistic value, this is probably the way to go. For realism? A method of solving them is described here. But basically, you divide your area of interest into an evenly spaced grid. For each grid p...

4

9bit Science: Made a GPU pathtracer

http://www.9bitscience.blogspot.com/2015/02/made-gpu-pathtracer.html

Made a GPU pathtracer. I made a very basic GPU pathtracer. Check out the code at Github. If you want to play with it. Below is a devlog of sorts. I implemented most of the features I wanted, so the experiment is done for now. Feel free to mess around with the application. Its all open source on Github! Alright. Got direct lighting now. Sort of. This means we get crisp shadows. Not sure if Im doing it right though! The lighting computation is now basically:. In this image Ive projected the extent of the f...

5

9bit Science: Experiments

http://www.9bitscience.blogspot.com/p/experiments.html

A toy photon simulator that bounces a bunch of photons around in a 2D-collision-mapped image. I implement a ray-casting based rendering technique, optimized using distance fields for ray acceleration. It runs in real-time with shading effects like soft-shadows, ambient occlusion and diffuse lighting. My first 3D game, written in C and OpenGL. You control a snake around a piece of spherical geometry, avoiding enemies and picking up apples. It has explosions and audio! Android plugin for Sublime Text 2.

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Made a GPU pathtracer. I made a very basic GPU pathtracer. Check out the code at Github. If you want to play with it. Below is a devlog of sorts. I implemented most of the features I wanted, so the experiment is done for now. Feel free to mess around with the application. Its all open source on Github! Alright. Got direct lighting now. Sort of. This means we get crisp shadows. Not sure if Im doing it right though! The lighting computation is now basically:. In this image Ive projected the extent of the f...

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