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pixel sorcery | graphics programming stuff | pixelsorcery.wordpress.com Reviews
https://pixelsorcery.wordpress.com
graphics programming stuff
Rendering a Nebula | pixel sorcery
https://pixelsorcery.wordpress.com/2011/04/09/rendering-a-nebula
Today I’m going to write about making a nebula shader to make awesome looking galaxies and nebulae. This is part of my masters thesis which involves writing a Renderman pipeline for RIT’s visualization software called Spiegel. The data that is visualized comes from the Center for Computational Relativity and Gravitation. The reference image I was using was. Picture taken from http:/ objsam.wordpress.com/2008/04/17/nebula/. The next two are also interesting, but not really useful for nebulae. Going back t...
Rendering a Gravitational Wave | pixel sorcery
https://pixelsorcery.wordpress.com/2011/04/11/rendering-a-gravitational-wave
Rendering a Gravitational Wave. This post is about rendering a gravitational wave (which may or may not be an actual thing) using a marching cubes algorithm. If anyone is wondering what a gravitational wave is I point you to the Wikipedia article. I started rendering with the RiPoints objects using the HSL color space increasing the Hue value with the density (normalizing it with the max value) which resulted in this render. Rotating things to the side looked like the image below. This was interesting ca...
welcome | pixel sorcery
https://pixelsorcery.wordpress.com/2010/04/02/hello-world
Welcome to my graphics blog where I will write about my ventures in the world of computer graphics. Trackback ( 0 ). Comments ( 0 ). Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out.
Fisheye Lens (Hyperbolic Lens) Vertex Shader in GLSL | pixel sorcery
https://pixelsorcery.wordpress.com/2010/07/13/fisheye-vertex-shader
Fisheye Lens (Hyperbolic Lens) Vertex Shader in GLSL. Then we take the magnitude of A and multiply it by the direction of D effectively rotating point A and bringing it closer to the center of the camera. Here is a scene with a regular 45 degree field of view. And now what we’ve all been waiting for. Per pixel phong shading fisheye lens shader. 1: varying vec4 normal ,. Light dir ,. Eye vec ,. 6: vec4 ambient ,. 8: 9: normal =. Gl Normal ,. 10: vec4 vVertex =. Gl Vertex ;. 11: light dir =. 12: eye vec =.
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PiXplosion: Tone Reproduction
http://pixplosion.blogspot.com/2010/11/tone-reproduction.html
Friday, November 12, 2010. Here's some more pics of my Reinhard tone operator. Luminance is calculated as L = 0.27R 0.67G 0.06B. A = 18; key = luminance at (258,220). A= 36; key = luminance at (258,220). A = 72; key = luminance at (258,220). A = 18; key = luminance at (320, 240). A = 36; key = luminance at (320, 240). A = 72; key = luminance at (320, 240). A = 18; key = luminance at (563, 359). A = 36; key = luminance at (563, 359). A = 72; key = luminance at (563, 359). Subscribe to: Post Comments (Atom).
PiXplosion: June 2011
http://pixplosion.blogspot.com/2011_06_01_archive.html
Monday, June 13, 2011. Thesis: The First Post. Ok, so I've officially started working on my thesis. Long story short: I'm going to extend on this hair rendering model. Rather than using the traditional point-based photon approach, I will be implementing a relatively new beam-based approach. Which can produce better results for volumetric models. Sunday, June 5, 2011. Chip-8 emulator (part 2). Opcode = mem[pc] 8 mem[pc 1];. Simple enough. Decoding/executing it, not so much. This is due to my choic...
PiXplosion: Photon Mapping
http://pixplosion.blogspot.com/2010/11/photon-mapping.html
Friday, November 12, 2010. Here's an image on photon mapping (10k photons):. Subscribe to: Post Comments (Atom). Photon Mapping - Caustics. View my complete profile.
PiXplosion: May 2011
http://pixplosion.blogspot.com/2011_05_01_archive.html
Wednesday, May 4, 2011. Chip-8 emulator (part 1). Last week a friend challenged me and another friend. To see who of the three could write the fastest CHIP-8. Emulator. Writing an interpreter is the easiest approach, though definitely not the fastest. It will at least provide something to refer to when I opt for a faster implementation. Byte dr[16]; / data registers. Word ar; / address register. Byte dTimer; / delay timer. Byte sTimer; / sound timer. Call stack - 16 levels deep. There were a couple of op...
PiXplosion: September 2010
http://pixplosion.blogspot.com/2010_09_01_archive.html
Wednesday, September 29, 2010. I've implemented a k-d tree to my ray tracer in order to speed up the rendering process. To demonstrate the difference in speed, I replaced the two spheres in the original scene with a coarse model of the Stanford Bunny. The model contains 788 vertexes and 1443 triangles. With an uneven k-d tree, adding another level may actually slow down the program. The results below feature a 32-level k-d tree. Interestingly, using a smaller tree was more efficient in some cases. I had ...
PiXplosion: photon mapper cleaned up
http://pixplosion.blogspot.com/2011/09/photon-mapper-cleaned-up.html
Tuesday, September 20, 2011. Photon mapper cleaned up. I cleaned up most of the bugs (I hope) in my ray-tracer/photon-mapper program. I decided to use a 3rd party matrix math library. Plus, I swapped out my old photon map for Jensen's from his book. Here's the same cornell box scene (i tweaked a few things like sphere positions and wall colors, etc). Most likely this occurs when the program searches the kd-tree structure for nearby photons. Up next, rendering participating media! Photon mapper cleaned up.
PiXplosion: October 2010
http://pixplosion.blogspot.com/2010_10_01_archive.html
Wednesday, October 20, 2010. KD Trees, revisited. As I mentioned in the previous post. The k-d tree will not be balanced if we simply choose the middle of a voxel as a partition plane. Particularly in the bunny test scene, I didn't see the first split on the bunny until the 26th level of recursion. The key to building a more balanced tree lies in the selection of a good partition plane. Original K-D Tree Algorithm. Balanced K-D Tree Algorithm. Total Ray Tracer Run Time (sec). These are surprising results...
PiXplosion: September 2011
http://pixplosion.blogspot.com/2011_09_01_archive.html
Tuesday, September 20, 2011. Photon mapper cleaned up. I cleaned up most of the bugs (I hope) in my ray-tracer/photon-mapper program. I decided to use a 3rd party matrix math library. Plus, I swapped out my old photon map for Jensen's from his book. Here's the same cornell box scene (i tweaked a few things like sphere positions and wall colors, etc). Most likely this occurs when the program searches the kd-tree structure for nearby photons. Up next, rendering participating media! Photon mapper cleaned up.
PiXplosion: November 2010
http://pixplosion.blogspot.com/2010_11_01_archive.html
Wednesday, November 17, 2010. Photon Mapping - Caustics. I added a caustic map, which contains a tighter distribution of photons that bounce off reflective and transmissive materials. Because the photons are more tightly packed, a smaller kernel radius (for gathering radiance) is used to provide a sharper light effect. Here's the final result:. Friday, November 12, 2010. Here's an image on photon mapping (10k photons):. Here's some more pics of my Reinhard tone operator. Subscribe to: Posts (Atom).
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pixel sorcery | graphics programming stuff
Rendering a Gravitational Wave. This post is about rendering a gravitational wave (which may or may not be an actual thing) using a marching cubes algorithm. If anyone is wondering what a gravitational wave is I point you to the Wikipedia article. Continue reading →. Today I’m going to write about making a nebula shader to make awesome looking galaxies and nebulae. This is part of my masters thesis which involves writing a Renderman pipeline for RIT’s visualization software called Spiegel. Sorcery - the ...
PIXELSORDEATH | a blog about videogames
June 15, 2011 · 8:32 pm. WE HAVE MOVED TO TUMBLR! It’s been real, WordPress. Http:/ pixelsordeath.tumblr.com. May 22, 2011 · 12:53 pm. The Completionist’s Woes. Hurts But I’m so damn close. And I can’t stop. They’re the ones who. Hours spent: 20 Pride won: immeasurable. Gaze upon the face of the beast. While this seems an existence surely confined to only the most depraved souls, completionism is far more common than most people are willing to admit. If you worry that you or someone you know are suff...
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