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Terrain Generation

Monday, December 17, 2012. Code, Video and Paper. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/open? I have added an algorithm to blast off (destroy) terrain based on user input. I am using the following algorithm to achieve the same. When the user clicks on the output screen, depending on the coordinates, a ray is generated from the camera into the screen. A random radius is generated. Friday, December 14, 2012. As you can se...

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Terrain Generation | gputerrain.blogspot.com Reviews
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Monday, December 17, 2012. Code, Video and Paper. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/open? I have added an algorithm to blast off (destroy) terrain based on user input. I am using the following algorithm to achieve the same. When the user clicks on the output screen, depending on the coordinates, a ray is generated from the camera into the screen. A random radius is generated. Friday, December 14, 2012. As you can se...
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Terrain Generation | gputerrain.blogspot.com Reviews

https://gputerrain.blogspot.com

Monday, December 17, 2012. Code, Video and Paper. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/open? I have added an algorithm to blast off (destroy) terrain based on user input. I am using the following algorithm to achieve the same. When the user clicks on the output screen, depending on the coordinates, a ray is generated from the camera into the screen. A random radius is generated. Friday, December 14, 2012. As you can se...

INTERNAL PAGES

gputerrain.blogspot.com gputerrain.blogspot.com
1

Terrain Generation: Heightmaps

http://gputerrain.blogspot.com/2012/12/heightmaps.html

Friday, December 14, 2012. Until now I was generating terrains using Perlin noise. Won't it be nice to generate terrain based on your needs. In comes heightmaps. Made few small changes and got the program to load heightmaps. Below is terrain generated using a height map of some place in Norway (from USGS maps). The height map used - West Norway. Terrain using height map. As you can see, I displaced the water a bit to give some effect. But have to apply a water shader to make it look like water.

2

Terrain Generation: Geometry Shader

http://gputerrain.blogspot.com/2012/12/geometry-shader.html

Saturday, December 1, 2012. Diffuse Shading with normals. The terrain looks faceted with this change, with allowed to get some diffuse lighting. Subscribe to: Post Comments (Atom). Code, Video and Paper. Tessellation based on distance. View my complete profile. Awesome Inc. template. Powered by Blogger.

3

Terrain Generation: Screen based rendering

http://gputerrain.blogspot.com/2012/12/screen-based-rendering.html

Thursday, December 13, 2012. To implement any screen space algorithms, I needed to have mutpli rendering passes. The first pass will cover all that I did as mentioned below and then the second pass will work in screen space. Screen Space Ambient Occlusion using Poisson disk. Subscribe to: Post Comments (Atom). Code, Video and Paper. Tessellation based on distance. View my complete profile. Awesome Inc. template. Powered by Blogger.

4

Terrain Generation: Tessellation based on distance

http://gputerrain.blogspot.com/2012/12/tessellation-based-on-distance.html

Thursday, December 13, 2012. Tessellation based on distance. The image and video below shows the tessellation of the terrain. This is just a constant tessellation for display, but I have modified it to tessellate to certain distance and then keep on decreasing tessellation as we move further away. Tessellation based on distance from camera. Video shows tessellation based on distance from camera. Subscribe to: Post Comments (Atom). Code, Video and Paper. Tessellation based on distance.

5

Terrain Generation: December 2012

http://gputerrain.blogspot.com/2012_12_01_archive.html

Monday, December 17, 2012. Code, Video and Paper. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/open? I have added an algorithm to blast off (destroy) terrain based on user input. I am using the following algorithm to achieve the same. When the user clicks on the output screen, depending on the coordinates, a ray is generated from the camera into the screen. A random radius is generated. Friday, December 14, 2012. As you can se...

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tijugraphics.blogspot.com tijugraphics.blogspot.com

Graphics Projects: November 2012

http://tijugraphics.blogspot.com/2012_11_01_archive.html

Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Http:/ gputerrain.blogspot.com. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Implementation of different vertex and fragment shaders in the link below. Http:/ glslvsfs.blogspot.com. Friday, November 9, 2012. Various Image Processing Techniques using GLSL: http:/ glslImageProcessing.blogspot.com/. Thursday, November 8, 2012. Friday, November 2, 2012. Cloth Tearing (Rip Me). Subscribe to: Posts (Atom).

tijugraphics.blogspot.com tijugraphics.blogspot.com

Graphics Projects: Procedural Terrain Generation

http://tijugraphics.blogspot.com/2012/11/procedural-terrain-generation.html

Wednesday, November 21, 2012. Creating tessellated terrain using the OpenGL tessellation shader. Http:/ gputerrain.blogspot.com. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Subscribe to: Post Comments (Atom). Cloth Tearing (Rip Me). View my complete profile. Awesome Inc. theme. Powered by Blogger.

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Virtual Globe and Terrain Rendering: Reflections on Teaching GPU Programming and Architecture: Take III

http://blog.virtualglobebook.com/2013/04/reflections-on-teaching-gpu-programming.html

Wednesday, April 10, 2013. Reflections on Teaching GPU Programming and Architecture: Take III. I've taught CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. Three times now, and every time I like to write a reflections post on what went well and what didn't. This semester I made some pretty unconventional changes. No Written Homework. No Tests. No Final. CUDA path tracer - Aparajith Sairam. All written in CUDA. Tessellation shaders - Tiju Thomas. To discourage cheating, the ac...

blog.virtualglobebook.com blog.virtualglobebook.com

Virtual Globe and Terrain Rendering: April 2013

http://blog.virtualglobebook.com/2013_04_01_archive.html

Wednesday, April 10, 2013. Reflections on Teaching GPU Programming and Architecture: Take III. I've taught CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. Three times now, and every time I like to write a reflections post on what went well and what didn't. This semester I made some pretty unconventional changes. No Written Homework. No Tests. No Final. CUDA path tracer - Aparajith Sairam. All written in CUDA. Tessellation shaders - Tiju Thomas. To discourage cheating, the ac...

cis565-fall-2012.github.io cis565-fall-2012.github.io

CIS 565: GPU Programming and Architecture. Fall 2012.

http://cis565-fall-2012.github.io/studentwork.html

CIS 565: GPU Programming and Architecture. Computer Graphics @ Penn. Bullet; Student Work &bullet; Previous semester. WebGL Volume Renderer &bullet; blog. WebGL Pathtracer &bullet; blog. Snow Shading &bullet; blog. Swarm Intelligence &bullet; blog. Non-photorealistic Rendering &bullet; blog. Enhanced User Interfaces using the GPU and Microsoft Kinect &bullet; blog. OpenCL in OpenCV &bullet; blog. Procedural Terrain &bullet; blog. KD Trees on the GPU &bullet; blog. Extended Pathtracer &bullet; blog.

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GPU Temp is a free GPU temperature monitor that can display GPU core temperature and load, the temperature data will display in the system tray, and will be real-time updated. In addition, you can choose the color for temperature display, also supports start with the Windows system. Why you need this free software? About GPU (graphic processing unit).

gputerrain.blogspot.com gputerrain.blogspot.com

Terrain Generation

Monday, December 17, 2012. Code, Video and Paper. Code: https:/ github.com/tijutv/GPU-Terrain-Generation. Video: http:/ www.youtube.com/watch? Paper: https:/ docs.google.com/open? I have added an algorithm to blast off (destroy) terrain based on user input. I am using the following algorithm to achieve the same. When the user clicks on the output screen, depending on the coordinates, a ray is generated from the camera into the screen. A random radius is generated. Friday, December 14, 2012. As you can se...

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