Tags » OpenGL

GSoC 2014 with Vispy

My proposal for Vispy (participating under the umbrella of Python Software Foundation) has been accepted for this year’s edition of Google Summer of Code. Here’s my proposal -  81 more words

Computer Graphics

New OpenGL features in Qt5.0

Qt5 introduces better support for OpenGL from the QPA/Lighthouse abstraction, through a new set of OpenGL classes up to QtQuick 2 and Qt3D. OpenGL is also very often used for games and as the central content widget in desktop applications.

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IK Solver Part "2.5"

This isn’t really a full post, just a quick update on the progress made this week.

I have implemented CCD, so I now have two working IK Solvers, however I need to work on the bone orientations for the CCD solver as the positioning works but the orientations are all off. 58 more words

MSc Computer Animation & Visual Effects

Granular Material Simulation

For my next project in my second year, we were asked to recreate some sort of simulation or effect. There were many candidates for potential ideas in this project, some of which in my class included Hair, Cloth and Fluid simulations. 334 more words


Realistic Water in OpenGL and GLSL

After working on the “fly-over simulation“, I wanted to work on making the water look more realistic. In that project, the water was a plane made of many triangles, and the vertex shader used a sine and cosine function to adjust the Y value of the vertex positions, with the fragment shader only texturing it with a tileable water texture. 899 more words

Fragment Shader

Brotens intros new Mac-only lighting CAD software 'Illuminando'

“An Italian software developer has introduced a brand new program called Illuminando, noted as the world’s most advanced lighting calculation program — built uniquely on OS X,” Anthony Frausto-Robledo reports for Architosh. 113 more words


Implementing 2.5D culling for tiled deferred rendering (in OpenCL)


In this post I’ll cover how to add 2.5D light culling to an existing tile based deferred shading solution in OpenCL.


2.5D light culling is a method for improving tiled deferred shading performance (when parts of the scene are overlapping) by dividing up the depth interval into several parts. 672 more words