shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com

shiny-dynamics.blogspot.com

Shiny Dynamics

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Saturday, April 21, 2012. Blender Wood Texture part 2. We won't attempt to model the phenomena behind these variations, but we can simulate them as random processes. In computer graphics, "random" usually doesn't mean completely random, because truly random values would introduce horrible artifacts. Instead, we use a source of randomness called Perlin noise. The final node network is fairly complicated:. The interior of the group...

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Shiny Dynamics | shiny-dynamics.blogspot.com Reviews
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Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Saturday, April 21, 2012. Blender Wood Texture part 2. We won't attempt to model the phenomena behind these variations, but we can simulate them as random processes. In computer graphics, random usually doesn't mean completely random, because truly random values would introduce horrible artifacts. Instead, we use a source of randomness called Perlin noise. The final node network is fairly complicated:. The interior of the group...
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1 shiny dynamics
2 ring distortion
3 and the results
4 growth variation
5 node groups
6 and the right
7 posted by
8 tim moore
9 no comments
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shiny dynamics,ring distortion,and the results,growth variation,node groups,and the right,posted by,tim moore,no comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,labels blender tutorial,wood texture,on stereotomy blog
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Shiny Dynamics | shiny-dynamics.blogspot.com Reviews

https://shiny-dynamics.blogspot.com

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Saturday, April 21, 2012. Blender Wood Texture part 2. We won't attempt to model the phenomena behind these variations, but we can simulate them as random processes. In computer graphics, "random" usually doesn't mean completely random, because truly random values would introduce horrible artifacts. Instead, we use a source of randomness called Perlin noise. The final node network is fairly complicated:. The interior of the group...

INTERNAL PAGES

shiny-dynamics.blogspot.com shiny-dynamics.blogspot.com
1

Shiny Dynamics: June 2010

http://shiny-dynamics.blogspot.com/2010_06_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Wednesday, June 30, 2010. Here are some cool blogs I've come across recently. Virtual Globe and Terrain Rendering. Is devoted to a book-in-progress of the same name and has a nice collection of links to resources and other interesting blogs. RasterGrid. Has good articles on new features of OpenGL; I especially like Instance Culling Using Geometry Shaders. About doing culling on the GPU, and Uniform Buffers vs Texture Buffers.

2

Shiny Dynamics: a terrain engine for osgEarth

http://shiny-dynamics.blogspot.com/2010/08/terrain-engine-for-osgearth.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Sunday, August 15, 2010. A terrain engine for osgEarth. Lately I've been working on an experimental terrain engine for osgEarth. On behalf of the folks at Pelican Mapping. OsgEarth is a cool project that imports a variety of geographic raster and vector data into Open Scene Graph without requiring a lengthy pre-processing step. I've implemented the algorithm described in Seamless Patches for GPU-Based Terrain Rendering. Here's ho...

3

Shiny Dynamics: March 2010

http://shiny-dynamics.blogspot.com/2010_03_01_archive.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Tuesday, March 23, 2010. Floating Point Depthbuffers in OSG. I submitted a new demo to the Open Scene Graph. Project that shows how to set up a floating point depth buffer. The standard way to do this is to create a Frame Buffer Object. Monday, March 01, 2010. Vertex Cache Optimization for OSG. I implemented Tom Forsyth's Vertex Cache Optimization. Algorithm in Open Scene Graph. Model, which is a monster-size mesh with over a mil...

4

Shiny Dynamics: The Seamless Engine Goes Global

http://shiny-dynamics.blogspot.com/2010/09/seamless-engine-goes-global.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Wednesday, September 01, 2010. The Seamless Engine Goes Global. I've been doing more work on the terrain engine I described in my last post. Which I'm now calling "seamless." It now works pretty well on a global scale. There's still lots of work to do, especially on optimization at the OpenGL level, but I'm quite pleased, especially with how easy it is to get the height and image data out of osgEarth. View my complete profile.

5

Shiny Dynamics: Paper Models in Blender

http://shiny-dynamics.blogspot.com/2010/05/paper-models-in-blender.html

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Thursday, May 13, 2010. Paper Models in Blender. I just discovered this e-book. On using free software, like Blender. To design paper models. Actually, these models. Are usually made of thicker card stock than paper. Anyway, this is about as far from real-time simulation as you can get, but the e-book is still a lot of fun. I dont think the 6 human character flaws cracked.com article is what you were meaning to link (-:.

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bricoworks.com bricoworks.com

Bricoworks

http://www.bricoworks.com/index.html

Skip to: Site menu. Consulting for visual simulation and 3D graphics. Providing consulting and programming services to solve your visual simulation and 3D graphics development problems. Our expertise extends across many problem domains, platforms, and APIs, with a specialization in OpenGL and Open Scene Graph, . OpenGL, including OpenGL ES and OpenGL ES-SC. 3D database design and optimization. Design by Stylish Website Templates.

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: March 2012

http://stereotomy-blog.blogspot.com/2012_03_01_archive.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Friday, March 23, 2012. A Real Roof Model. Faithful reader Rob Simpson made a cardboard model of the roof used in the devers de pas. Sometimes a physical model (and a nice glass of beer) are the best aids for understanding roof geometry! Labels: devers de pas. Thursday, March 15, 2012. Le Piquage, or Theory of French Scribing. We looked at last time. We can't do that before the joint is cut, becaus...

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: January 2012

http://stereotomy-blog.blogspot.com/2012_01_01_archive.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Wednesday, January 18, 2012. We're back with a new look, courtesy of Blender and the Freestyle renderer. I hope you like it. Personally, I'm satisfied with the "technical illustration" appearance of the 3D renderings , but I'm not so happy with the 2D drafting work flow and results and am considering moving away from Blender to a 2D CAD program for those. The principal rafters are 2.8cm wide&#4...

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: September 2011

http://stereotomy-blog.blogspot.com/2011_09_01_archive.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Thursday, September 29, 2011. Devers de pas (2). In the first post in this series, I introduced the "devers de pas" method and gave an example of its use. Now we will see how to construct the footprint at ground level in a few different situations. In future posts I will cover more complicated cases. Our plan is the same as we used in the first post. And take a look at the situation in 3D:. This sh...

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: A Real Roof Model

http://stereotomy-blog.blogspot.com/2012/03/real-roof-model.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Friday, March 23, 2012. A Real Roof Model. Faithful reader Rob Simpson made a cardboard model of the roof used in the devers de pas. Sometimes a physical model (and a nice glass of beer) are the best aids for understanding roof geometry! Labels: devers de pas. June 19, 2014 at 8:18 AM. Sometimes a physical model (and a nice glass of beer) are the best aids for understanding roof geometry!

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: Stereotomy Blog - the Making Of

http://stereotomy-blog.blogspot.com/2012/04/stereotomy-blog-making-of.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Sunday, April 15, 2012. Stereotomy Blog - the Making Of. For those who might be interested in how I do the illustrations for Stereotomy Blog, I've started a series on my computer graphics blog Shiny Dynamics. I use the open-source 3D modeling program Blender. My first post explains how to draw a convincing wood grain in Blender. Future posts will cover topics such as:. Blender Wood Texture part 2.

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: October 2011

http://stereotomy-blog.blogspot.com/2011_10_01_archive.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Monday, October 17, 2011. Devers de pas (4). In the last post we looked at a "folding" method of developing the ground plane footprints - devers de pas. For a timber that works with the actual cross section of that timber. Now we will apply that to several complex shapes for the last rafters in our little model. First though, a correction. In the comments to the part 2. With that out of the way, we...

stereotomy-blog.blogspot.com stereotomy-blog.blogspot.com

Stereotomy: devers de pas (4)

http://stereotomy-blog.blogspot.com/2011/10/devers-de-pas-4.html

The art of representing objects in section, elevation and plan in order to cut them out. - Louis Mazerolle. Monday, October 17, 2011. Devers de pas (4). In the last post we looked at a "folding" method of developing the ground plane footprints - devers de pas. For a timber that works with the actual cross section of that timber. Now we will apply that to several complex shapes for the last rafters in our little model. First though, a correction. In the comments to the part 2. With that out of the way, we...

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Blog de shiny-dreams - ______ A dream? well, this is my reality. - Skyrock.com

Mot de passe :. J'ai oublié mon mot de passe. Well, this is my reality. Blog banal . Point, a la ligne . Combien de fois j'ai rever de trucs impossibles? Beaucoup . Trop . Oui, je suis le genre de nana, a qui il arrive des trucs biens, genials meme, mais je suis trop timide pour saisir les occasions et m'imposer. Mise à jour :. Bella's Lullaby (Twilight Soundtrack). Abonne-toi à mon blog! 10 coum'zzz iicii = = = ♥= = = un liien. N'oublie pas que les propos injurieux, racistes, etc. sont interdits par...

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Blog de Shiny-Dreeams - TRUST NONE - Skyrock.com

Mot de passe :. J'ai oublié mon mot de passe. 8593; Wiz K. Je ne sais plus si j'ai mal, ou si c'est l'habitude. D'être toujours celle qui chiale et qui se prend tous les murs. Je ne sais plus si j'ai froid ou si c'est le vide qui me glace. Je ne sais plus si je t'attends ou si je fais juste semblant. En fait je ne sais plus si je cicatrise, ou si je pisse encore le sang. Mise à jour :. Abonne-toi à mon blog! Les yeux qui s'éteignent,. Le cerveau s'égraine,. Alcool dans les veines,. Ça calme ma peine.

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Leather passion

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Shiny-Duck (Rebecca) - DeviantArt

Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ; this.removeAttribute('onclick')" class="mi". Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ; this.removeAttribute('onclick')". Join DeviantArt for FREE. Forgot Password or Username? Get 'Pimped'. Deviant for 5 Years. This deviant's full pageview. June 1, 1998. Get 'Pimped'. Last Visit: 50 weeks ago. Why," you ask? I'll give...

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Shiny Dynamics

Lisp 3D graphics. Compilers. Operating systems. Mobile devices. Cool stuff. Saturday, April 21, 2012. Blender Wood Texture part 2. We won't attempt to model the phenomena behind these variations, but we can simulate them as random processes. In computer graphics, "random" usually doesn't mean completely random, because truly random values would introduce horrible artifacts. Instead, we use a source of randomness called Perlin noise. The final node network is fairly complicated:. The interior of the group...

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Wonder Chalk by shiny•earth

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ES2007S PROFESSIONAL COMMUNICATION

Saturday, November 14, 2009. Thinking back, the decision to step out of my comfort zone and bid for this module ES2007S was because of the desire to equip myself with practical skills, such as resume-writing and how to be a better communicator, which is definitely of use in the future. In addition, working on the proposal has exposed me to the different ways that each unique individual works. The sacred combination of effective communication, mutual understanding and good cooperation will undeniably ...

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Shiny-Eevee-Club (Shiny Silver Eevee Appreciation!) - DeviantArt

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