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Rendering a Gravitational Wave | pixel sorcery
https://pixelsorcery.wordpress.com/2011/04/11/rendering-a-gravitational-wave
Rendering a Gravitational Wave. This post is about rendering a gravitational wave (which may or may not be an actual thing) using a marching cubes algorithm. If anyone is wondering what a gravitational wave is I point you to the Wikipedia article. I started rendering with the RiPoints objects using the HSL color space increasing the Hue value with the density (normalizing it with the max value) which resulted in this render. Rotating things to the side looked like the image below. This was interesting ca...
pixelsorcery.wordpress.com
Rendering a Nebula | pixel sorcery
https://pixelsorcery.wordpress.com/2011/04/09/rendering-a-nebula
Today I’m going to write about making a nebula shader to make awesome looking galaxies and nebulae. This is part of my masters thesis which involves writing a Renderman pipeline for RIT’s visualization software called Spiegel. The data that is visualized comes from the Center for Computational Relativity and Gravitation. The reference image I was using was. Picture taken from http:/ objsam.wordpress.com/2008/04/17/nebula/. The next two are also interesting, but not really useful for nebulae. Going back t...
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welcome | pixel sorcery
https://pixelsorcery.wordpress.com/2010/04/02/hello-world
Welcome to my graphics blog where I will write about my ventures in the world of computer graphics. Trackback ( 0 ). Comments ( 0 ). Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out.
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Fisheye Lens (Hyperbolic Lens) Vertex Shader in GLSL | pixel sorcery
https://pixelsorcery.wordpress.com/2010/07/13/fisheye-vertex-shader
Fisheye Lens (Hyperbolic Lens) Vertex Shader in GLSL. Then we take the magnitude of A and multiply it by the direction of D effectively rotating point A and bringing it closer to the center of the camera. Here is a scene with a regular 45 degree field of view. And now what we’ve all been waiting for. Per pixel phong shading fisheye lens shader. 1: varying vec4 normal ,. Light dir ,. Eye vec ,. 6: vec4 ambient ,. 8: 9: normal =. Gl Normal ,. 10: vec4 vVertex =. Gl Vertex ;. 11: light dir =. 12: eye vec =.