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CIS565: Final Project Blog

CIS565: Final Project Blog. Tuesday, April 26, 2011. I'm just doing my final post with all of the links to everything now:. Saturday, April 23, 2011. Final Fluid Color Composite. I fix the final color composite this morning to add in all of the necessary pieces to get some decent looking water! Next step will be to add in curvature flow to the normals calculation instead of just a basic blur, but I will see if I have time to do this as I really need to get finished with my senior design. After fixing bot...

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CIS565: Final Project Blog | fastfluids.blogspot.com Reviews
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CIS565: Final Project Blog. Tuesday, April 26, 2011. I'm just doing my final post with all of the links to everything now:. Saturday, April 23, 2011. Final Fluid Color Composite. I fix the final color composite this morning to add in all of the necessary pieces to get some decent looking water! Next step will be to add in curvature flow to the normals calculation instead of just a basic blur, but I will see if I have time to do this as I really need to get finished with my senior design. After fixing bot...
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CIS565: Final Project Blog | fastfluids.blogspot.com Reviews

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CIS565: Final Project Blog. Tuesday, April 26, 2011. I'm just doing my final post with all of the links to everything now:. Saturday, April 23, 2011. Final Fluid Color Composite. I fix the final color composite this morning to add in all of the necessary pieces to get some decent looking water! Next step will be to add in curvature flow to the normals calculation instead of just a basic blur, but I will see if I have time to do this as I really need to get finished with my senior design. After fixing bot...

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CIS565: Final Project Blog: Seperate Rendering Passes

http://fastfluids.blogspot.com/2011/04/seperate-rendering-passes.html

CIS565: Final Project Blog. Friday, April 22, 2011. So today I completed all of the seperate rendering passes which I will need for my fluid simulation, this includes the addition of fresnel cube map reflections and a refraction approximation using the background texture, as well as a thickness map which I use to create color attenuation through the fluid volume. The video below illustrates all of the seperate passes:. Subscribe to: Post Comments (Atom). Final Fluid Color Composite.

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CIS565: Final Project Blog: Final Fluid Color Composite

http://fastfluids.blogspot.com/2011/04/final-fluid-color-composite.html

CIS565: Final Project Blog. Saturday, April 23, 2011. Final Fluid Color Composite. I fix the final color composite this morning to add in all of the necessary pieces to get some decent looking water! I also adjusted the blur function in order to shrink the artifacting happening around the screen-space fluid boundary, so that is a lot smaller. Although the blur isn't perfect its looking a lot better so if I have time next week I will decompose the blur function to make it a little better.

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CIS565: Final Project Blog: Final Post

http://fastfluids.blogspot.com/2011/04/final-post.html

CIS565: Final Project Blog. Tuesday, April 26, 2011. I'm just doing my final post with all of the links to everything now:. Subscribe to: Post Comments (Atom). Final Fluid Color Composite. View my complete profile. Awesome Inc. theme. Powered by Blogger.

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CIS565: Final Project Blog: Specular and Diffuse

http://fastfluids.blogspot.com/2011/04/specular-and-diffuse.html

CIS565: Final Project Blog. Thursday, April 21, 2011. After fixing both the normal depth computation and the way I retrieve the viewer positions (in order to get accurate reflections from fresnel, specular, environment maps, etc.) I am able to get some pretty good looking diffuse/specular lighting! Subscribe to: Post Comments (Atom). Final Fluid Color Composite. View my complete profile. Awesome Inc. theme. Powered by Blogger.

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CIS565: Final Project Blog: Moving Forward...

http://fastfluids.blogspot.com/2011/04/moving-forward.html

CIS565: Final Project Blog. Wednesday, April 20, 2011. I will definitely come back to that issue after I have set up all of the other render passes and gotten some sweet looking water. Here are some videos of the current results. Basic render-to-texture with normal map computation stuff skyboxes. Render to texture blurred depth map resulting in normals which would define water which looks a bit more watery. April 23, 2011 at 11:02 AM. Subscribe to: Post Comments (Atom). Final Fluid Color Composite.

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Virtual Globe and Terrain Rendering: Reflections on Teaching GPU Programming and Architecture

http://blog.virtualglobebook.com/2011/05/reflections-on-teaching-gpu-programming.html

Sunday, May 8, 2011. Reflections on Teaching GPU Programming and Architecture. I just finished teaching CIS 565: GPU Programming and Architecture. A graduate-level course on programming GPUs using mostly GLSL. At the University of Pennsylvania. Being my first time teaching, I gained a lot of valuable insights, which I will share here. These ideas are on teaching computer science in general, not necessarily about the GPU. For eye candy, I sprinkled screenshots of our student projects throughout this post.

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CIS565: Final Project Blog

CIS565: Final Project Blog. Tuesday, April 26, 2011. I'm just doing my final post with all of the links to everything now:. Saturday, April 23, 2011. Final Fluid Color Composite. I fix the final color composite this morning to add in all of the necessary pieces to get some decent looking water! Next step will be to add in curvature flow to the normals calculation instead of just a basic blur, but I will see if I have time to do this as I really need to get finished with my senior design. After fixing bot...