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. 890 more words
Tags » OpenGL
“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
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
It’s about time for an update on this project.
This project has kinda of snuck by, slowly developing in the background from my previous ramble about different algorithms and approaches to a system that is actually beginning to take shape! 386 more words