Mathematica

Thursday, March 19,2009
I switched from Maple to Mathematica last week. One of my small little projects is to store all the graphics algorithms I liked to visualize in the last few years in one file. A kind of condensed memory of the things I worked on. Here is an example for a ...
This post is in: Mathematics
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Partial Derivative Normal Maps

Saturday, January 10,2009
To make my collection of normal map techniques more complete on this blog I also have to mention a special normal mapping technique that Insomniac's Mike Acton brought to my attention a long time ago (I wasn't sure if I am allowed to publish it ... but now they have ...
This post is in: General GPU Programming, Mathematics
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Calculating Screen-Space Texture Coordinates for the 2D Projection of a Volume

Tuesday, September 09,2008
Calculating screen space texture coordinates for the 2D projection of a volume is more complicated than for an already transformed full-screen quad. Here is a step-by-step approach on how to achieve this: 1. Transforming position into projection space is done in the vertex shader by multiplying the concatenated World-View-Projection matrix. 2. ...
This post is in: Deferred Lighting, General GPU Programming, Mathematics
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Gauss Filter Kernel

Sunday, September 07,2008
Just found a good tutorial on how to setup a Gauss filter kernel here: OpenGL Bloom Tutorial The interesting part is that he shows a way on how to generate the offset values and he also mentions a trick that I use for a long time. He reduces the filter kernel ...
This post is in: General GPU Programming, Mathematics
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