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CUDA Rastrerizer

Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Sunday, November 4, 2012. The following have now been implemented:. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view. I got ...

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CUDA Rastrerizer | cudarasterizer.blogspot.com Reviews
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Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Sunday, November 4, 2012. The following have now been implemented:. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view. I got ...
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1 cuda rastrerizer
2 smooth surface
3 the stanford dragon
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5 tiju thomas
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cuda rastrerizer,smooth surface,the stanford dragon,posted by,tiju thomas,no comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,more additions,back face culling,anti aliasing,antialiasing a primitive,antialised model,lines
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CUDA Rastrerizer | cudarasterizer.blogspot.com Reviews

https://cudarasterizer.blogspot.com

Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Sunday, November 4, 2012. The following have now been implemented:. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view. I got ...

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1

CUDA Rastrerizer: Initial Output

http://cudarasterizer.blogspot.com/2012/11/initial-output.html

Saturday, November 3, 2012. The problem with the rasterizer is that you can't see any output until you complete the rasteriation stage, which means finishing up all the previous stages. So I started with a simple triangle and proceeded from there checking it though each of the stages. Stuff I implemented so far:. Here, we assemble each of the individual vertices into a primitive (in my case a triangle). The colors and normals associated with the vertex are also transferred into the primitive. Currently I...

2

CUDA Rastrerizer: More additions

http://cudarasterizer.blogspot.com/2012/11/more-additions.html

Sunday, November 4, 2012. The following have now been implemented:. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view. Model with primitive antialiasing. Comparison: Left - Non antialiased, Right - Antialiased. I got the minimum and maximum values of the depth and shaded ...

3

CUDA Rastrerizer: Shading

http://cudarasterizer.blogspot.com/2012/11/shading.html

Saturday, November 3, 2012. Started work on the fragment shader. Extended flat shading to diffuse as well as specular shading. Included multiple directional light sources with light color. Also, did some stream compaction to save on threads during fragment shading - removed all useless pixels which were not adding to the data in the framebuffer. The number of threads reduced from 640,000 to 63,000 for the images below. Multiple lights with different colors. Subscribe to: Post Comments (Atom).

4

CUDA Rastrerizer: Introduction

http://cudarasterizer.blogspot.com/2012/11/introduction.html

Friday, November 2, 2012. Creating a Rasterizer by yourself seems to be so cool. This is the latest project in the GPU course offered in UPenn. Again as usual some base code has been provided to us and we are required to crete different stages in the Graphics pipeline, including but not restricted to "The Vertex Shader", "Primitive Assembly", "The Rasterizer itself" and "The Fragment Shader". In this project, we are given code for:. Working code for CUDA-GL interop. Fragment to framebuffer writing. MOUSE...

5

CUDA Rastrerizer: Smooth Surface

http://cudarasterizer.blogspot.com/2012/11/smooth-surface.html

Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Subscribe to: Post Comments (Atom). View my complete profile. Awesome Inc. theme. Powered by Blogger.

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Graphics Projects: November 2012

http://tijugraphics.blogspot.com/2012_11_01_archive.html

Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Http:/ gputerrain.blogspot.com. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Implementation of different vertex and fragment shaders in the link below. Http:/ glslvsfs.blogspot.com. Friday, November 9, 2012. Various Image Processing Techniques using GLSL: http:/ glslImageProcessing.blogspot.com/. Thursday, November 8, 2012. Friday, November 2, 2012. Cloth Tearing (Rip Me). Subscribe to: Posts (Atom).

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Graphics Projects: CUDA Rasterizer

http://tijugraphics.blogspot.com/2012/11/cuda-rasterizer_8.html

Thursday, November 8, 2012. A GPU Rasterizer implemented using CUDA. The blog can be found at http:/ cudarasterizer.blogspot.com/. Subscribe to: Post Comments (Atom). Cloth Tearing (Rip Me). View my complete profile. Awesome Inc. theme. Powered by Blogger.

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CUDA Rastrerizer

Monday, November 19, 2012. Implemented averaged vertex normals, which gives a smooth appearance to the model. Smooth surface by averaging normals. Sunday, November 4, 2012. The following have now been implemented:. This is implemented as part of the rasterizer, which ignores the faces facing away from the viewer using the normal data. For flat shading of a scaled up, rotated version of the cow I get. The same fps with or without back face culling. Just over 2700 triangles were culled in this view. I got ...

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CUDA Ray Tracer

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Cuda Ray Tracing

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