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June 2nd, 2010. June 1st, 2010. I’m right now taking a class in modeling and animation. In this course we will cover topics such as half-edge meshes, subdivision and decimation, implicit surfaces and fluid animation. The course is based around six lab sessions and each session will result in a short report. Below are my reports. The Half-edge Data Structure. Quadric based mesh decimation. May 22nd, 2010. Fluid simulation programmed in C . Created by me and Mihai Aldén. Water rendered in Houdini (Mantra).

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June 2nd, 2010. June 1st, 2010. I’m right now taking a class in modeling and animation. In this course we will cover topics such as half-edge meshes, subdivision and decimation, implicit surfaces and fluid animation. The course is based around six lab sessions and each session will result in a short report. Below are my reports. The Half-edge Data Structure. Quadric based mesh decimation. May 22nd, 2010. Fluid simulation programmed in C . Created by me and Mihai Aldén. Water rendered in Houdini (Mantra).
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1 gustavgahm com
2 portfolio and blog
3 posted in uncategorized
4 4 comments
5 modeling and animation
6 splines and subdivision
7 implicit surfaces
8 level set methods
9 fluid simulation
10 example images
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gustavgahm com,portfolio and blog,posted in uncategorized,4 comments,modeling and animation,splines and subdivision,implicit surfaces,level set methods,fluid simulation,example images,no comments,1 comment,tags 3d,houdini,laserdoom,graphics raknet,fmod
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GustavGahm.com | gustavgahm.com Reviews

https://gustavgahm.com

June 2nd, 2010. June 1st, 2010. I’m right now taking a class in modeling and animation. In this course we will cover topics such as half-edge meshes, subdivision and decimation, implicit surfaces and fluid animation. The course is based around six lab sessions and each session will result in a short report. Below are my reports. The Half-edge Data Structure. Quadric based mesh decimation. May 22nd, 2010. Fluid simulation programmed in C . Created by me and Mihai Aldén. Water rendered in Houdini (Mantra).

LINKS TO THIS WEBSITE

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

Ray-tracing and refractions | The Procedure

https://mattisb0rgen.wordpress.com/2009/05/18/ray-tracing-and-refractions

Photon mapping and soft shadows. Photon mapping and caustics. I have continuously worked on my ray-tracer during the past weeks and now it is time for a little update. There have been few visual improvements and much of the work has been spent on trying to speed up the photon map and achieving stable results. The refractions seen below is weighted according to the famous fresnel equations. This is a render with the indirect lighting and shadows turned off. Filed under: Photon mapping. Feed for this Entry.

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

Photon mapping and caustics | The Procedure

https://mattisb0rgen.wordpress.com/2009/05/23/photon-mapping-and-caustics

Photon mapping and caustics. During the week I have done some pretty large changes in the code base, allowing more advanced shaders as well as some separation of code. This allowed me to quickly add caustics while exploiting the previously implemented refraction functionality. I was able to keep the rendering time down due to the rework on the KD-tree implementation. The following picture is rendered with slightly tweaked settings, eliminating artifacts in the shadows and caustics. Feed for this Entry.

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

Photon mapping and soft shadows | The Procedure

https://mattisb0rgen.wordpress.com/2009/05/04/photon-mapping-and-soft-shadows

Beauty of Image Based Lighting. Photon mapping and soft shadows. Hi everyone. I have finally finished the slow porting of my ray-tracer from c# to c . The results were good and I saw a motivating increase in rendering speed. When I had ported all code I wanted to try something new and decided to incorporate diffuse reflections, indirect illumination through a technique called photon mapping. The photon mapping is most visible as color bleeding and accounts for all the ambient light. Feed for this Entry.

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

Beauty of Image Based Lighting | The Procedure

https://mattisb0rgen.wordpress.com/2009/04/17/beauty-of-image-based-lighting

Photon mapping and soft shadows. Beauty of Image Based Lighting. Pointless update, but look at this:. Rendered with my own engine. The HDR textures (diffuse, specular and cross) were accomplished through a couple of clicks in HDRShop. One Response to “Beauty of Image Based Lighting”. Feed for this Entry. On April 17, 2009. Really nice work Mattias, looks awesome. Hope I will have something to show on my blog soon too. Photon mapping and soft shadows. Leave a Reply Cancel reply. Enter your comment here.

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

Portfolio | The Procedure

https://mattisb0rgen.wordpress.com/portfolio

I have designed and written all code on these projects myself if nothing else is stated. Many of the projects below has a streaming video, source code, report and an executable if you click the corresponding link. Realistic Ray-Tracing Through Photon Mapping (2009). Real-Time Blood Rendering in GLSL (2009). Click here to access more information, a video, source code and an executable. Image Based Lighting and Post-Processing (2009). With this demo I wanted to explore the realm of HDR effects and HDR illu...

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

Just another image | The Procedure

https://mattisb0rgen.wordpress.com/2009/06/04/just-another-image

Photon mapping and caustics. I’ve had three exams during this week, so I haven’t been able to update the ray-tracer. But I did a short test with some changes in the scene settings. There are a couple of things to note here, in terms of artifacts:. Too few photons in the caustics map (or too narrow search field). There is no Sub Surface Scattering algorithm implemented and the green sphere is opaque. So why is it so light on the side facing away from the light source? Filed under: Photon mapping. My name ...

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

SSAO part 4 | The Procedure

https://mattisb0rgen.wordpress.com/2009/04/13/ssao-part-4

Beauty of Image Based Lighting. I did some additional work and started to write a report on my IBL and SSAO project today. The work resulted in two bug fixes;. The ‘halo effect’ around object edges are now corrected. The fix removes all samples with a greater depth difference than a specified value. As with everything else related to SSAO it is a scene dependent variable and different mesh scaling will cause errors. New features (erm, bug fixes) equals new screenshots and a youtube clip. On March 2, 2010.

mattisb0rgen.wordpress.com mattisb0rgen.wordpress.com

CV | The Procedure

https://mattisb0rgen.wordpress.com/cv

My CV is also available for download in English. CV in English (pdf). 8211; I keep a good quality and a high technical level in everything I do. Nothing is as satisfying as feeling proud of something you have accomplished. 8211; I use my skills in mathematics, physics and computer graphics to solve problems and develop new technology. 8211; I am social and work great in teams. 2005 – 2009/2010 . Master of Science in Media Technology and Engineering, 300hp. I was involved in two different projects, a log-...

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Mycket har man sett. Mycket har man sett, men detta tar nog ändå priset, i alla fall på en fotbollsmatch! Förstår ni inte vad jag menar, så titta Noga, flera gånger! Nytt år snart, har ni några löften? 2009-12-28 @ 15:09:53 Permalink. Nu är det nära! Nu är det verkligen snart jul om bara några timmar! Paketen, che.hmmm? Hoppas ni får en trevlig och God Jul! 2009-12-23 @ 22:09:43 Permalink. Nu är det snart jul, och se, snön ligger kvar, är det inte fantastiskt. Bara ett litet "problem" det är -15C ute?

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GustavGahm.com

June 2nd, 2010. June 1st, 2010. I’m right now taking a class in modeling and animation. In this course we will cover topics such as half-edge meshes, subdivision and decimation, implicit surfaces and fluid animation. The course is based around six lab sessions and each session will result in a short report. Below are my reports. The Half-edge Data Structure. Quadric based mesh decimation. May 22nd, 2010. Fluid simulation programmed in C . Created by me and Mihai Aldén. Water rendered in Houdini (Mantra).

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GustavGans - DeviantArt

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