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The Little GrasshopperPhilip's computer graphics blog.
http://github.prideout.net/
Philip's computer graphics blog.
http://github.prideout.net/
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The Little Grasshopper | github.prideout.net Reviews
https://github.prideout.net
Philip's computer graphics blog.
Clip Planes
http://github.prideout.net/clip-planes
Here’s a torus with two-sided lighting and a custom clipping plane:. The code for this OpenGL demo is on github:. In olden times of yore, we used fixed-function commands like. Nowadays a plane equation is simply an arbitrary. And you perform a dot-product test explictly in your vertex shader, sending the result to a special output. You still need a small amount of setup on the C/C side of things:. One word of caution: I’ve heard that some drivers ignore the enable/disable state of.
Strings Inside Vertex Buffers
http://github.prideout.net/strings-inside-vertex-buffers
Strings Inside Vertex Buffers. Pass a C string into your draw call. This has got to be the stupidest OpenGL trick ever. Imagine passing a C-style string directly into a POINTS draw call. No quads, no vertex positions, no texture coordinates; just raw ASCII. For example:. This is legal. It’s important to use the. Otherwise GL will try to normalize your values instead of passing them straight through. I did something similar to render text on my Toon shading demo:. The vertex shader simply passes.
Barrel Distortion
http://github.prideout.net/barrel-distortion
Note: the OpenGL code used to generate these screenshots lives in this github project. Barrel distortion simulates a fisheye lens by changing the magnification factor according to polar distance. Often the magnification is proportional to the squared distance. Here’s a GLSL snippet that performs barrel distortion:. Given a vec2 in [-1, 1], generate a texture coord in [0, 1]. This function transforms the input into polar coordinates, tweaks the radius, then converts it back to texture space. On a modern G...
Distance Picking
http://github.prideout.net/distance-picking
This is an idea I have for using the GPU to assist in nearest point calculations. I’m not sure how useful it is in practice, but it’s one way to avoid the overhead of a spatial bounding hierarchy for simple picking operations. The following screenshot shows how my demo highlights the surface point nearest to the mouse cursor. As you move the mouse, the selected point slides around interactively. Naive Approach: Manhattan Distance. The easiest way to generate a distance field on the GPU is to ping-pong be...
KnotGL
http://github.prideout.net/knotgl
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Resources — VisPy
http://vispy.org/resources.html
There is a actually a lot of online resources, here is only a small selection. VisPy will eventually provide high-level facilities to let scientists create high-quality, high-performance plots without any knowledge of OpenGL. In the meantime, you can learn more about modern OpenGL in the references below. Even when VisPy is mature enough, knowing OpenGL will still let you write entirely custom interactive visualizations that fully leverage the power of GPUs. A new OpenGL introduction. Is an app for 3D gr...
The Little Grasshopper
http://prideout.net/blog
Raquo; I have a newer blog on GitHub; click here to jump. Homage to Structure Synth. Some fun with Python, L-Systems, and RenderMan. This is a follow-up to a post I wrote exactly one year ago, Mesh Generation with Python. August 2nd, 2011 at 10:21 am. Convenient little page that lists the WebGL extensions your browser supports, along with hyperlinks to the specification documents for each extension. May 15th, 2011 at 10:07 pm. February 16th, 2011 at 2:55 pm. Noise-Based Particles, Part II. GPU raycasting...
Resources
http://glumpy.github.io/resources.html
There is a actually a lot of online resources, here is only a small selection. Contains fundamental OpenGL tutorials and notes.All example programs are written by C with Code: Blocks and Orwell Dev-C , as well as makefiles for Linux and Mac. A new OpenGL introduction. That walks through the parts that are still relevant today. Is a great resources to experiment and learn fragment shaders. For the built-in functions of the OpenGL ES Shading Language. Is the sister project of glumpy. It is a high-perfo...
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The Little Grasshopper
Fun with Strava Activities, D3, and Google Maps. My tiny C library for broad phase collision detection in 2D. Single file C library for enclosing points with disks and making bubble diagrams. Generate triangle meshes from parametric surfaces, polyhedra, and L-systems. Quick and dirty ambient occlusion baking tool. Reminiscing about my corporate alma mater. GPU-Driven Particles with WebGL 1.0. Texture experiments with highly zoomable content. My single-file C library for generating triangles from images.
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Readium Development Area Homepage
An open source library for handling EPUB documents. Readium is in early beta stages. The goal of the project is to create an open source set of libraries for viewing and developing EPUB 2.0.1 and EPUB 3 content. Currently the project is available as a google chrome extension that enables viewing of EPUB content in the browser. For high-level information see the Readium Project. Google Chrome Version 15. Use the one click install link below to add the extension to chrome. Evident Point Software Corp.
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