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Rendering Volume Filling Triangles in OpenGL (with no buffers). August 9, 2014. November 20, 2014. This is the promised follow-up to Rendering a Screen Covering Triangle in OpenGL (with no buffers). The vertex shader looks the same as before with the addition of the. Flat out int instanceID; void main() { float x = -1.0 float( gl VertexID and 1) 2); float y = -1.0 float( gl VertexID and 2) 1); instanceID = gl InstanceID; gl Position = vec4(x, y, 0, 1); }. Which would look sort of like the following:.

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Rendering Volume Filling Triangles in OpenGL (with no buffers). August 9, 2014. November 20, 2014. This is the promised follow-up to Rendering a Screen Covering Triangle in OpenGL (with no buffers). The vertex shader looks the same as before with the addition of the. Flat out int instanceID; void main() { float x = -1.0 float( gl VertexID and 1) 2); float y = -1.0 float( gl VertexID and 2) 1); instanceID = gl InstanceID; gl Position = vec4(x, y, 0, 1); }. Which would look sort of like the following:.
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1 rauwendaal net
2 publications
3 resume
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6 updated on
7 instanceid
8 gl fragcoord
9 and the
10 gldrawarraysinstanced
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rauwendaal net,publications,resume,code,posted on,updated on,instanceid,gl fragcoord,and the,gldrawarraysinstanced,this transforms the,gl vertexid,as follows,gldrawarrays,hire masamichi,nv bindless texture,arb bindless texture,max image units,directly
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rauwendaal.net | rauwendaal.net Reviews

https://rauwendaal.net

Rendering Volume Filling Triangles in OpenGL (with no buffers). August 9, 2014. November 20, 2014. This is the promised follow-up to Rendering a Screen Covering Triangle in OpenGL (with no buffers). The vertex shader looks the same as before with the addition of the. Flat out int instanceID; void main() { float x = -1.0 float( gl VertexID and 1) 2); float y = -1.0 float( gl VertexID and 2) 1); instanceID = gl InstanceID; gl Position = vec4(x, y, 0, 1); }. Which would look sort of like the following:.

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1

August « 2014 « rauwendaal.net

http://rauwendaal.net/2014/08

Rendering Volume Filling Triangles in OpenGL (with no buffers). August 9, 2014. November 20, 2014. This is the promised follow-up to Rendering a Screen Covering Triangle in OpenGL (with no buffers). The vertex shader looks the same as before with the addition of the. Flat out int instanceID; void main() { float x = -1.0 float( gl VertexID and 1) 2); float y = -1.0 float( gl VertexID and 2) 1); instanceID = gl InstanceID; gl Position = vec4(x, y, 0, 1); }. Which would look sort of like the following:.

2

rauwendaal.net

http://rauwendaal.net/page/2

May 2, 2013. May 2, 2013. So I fixed some issues I had in my previous implementation of. See the previous post. For an explanation of what I got wrong. Reposting the corrected code here, and sorry to anyone who was trying to use the broken version. Anyway, original credit for this technique should go to Cyril Crassin, whose implementation in [ Crassin and Greene. Deftly avoided the mistakes I made by implementing his own pack/unpack functions. Still not sure why his implementation doesn’t work ...I tried...

3

June « 2014 « rauwendaal.net

http://rauwendaal.net/2014/06

Rendering a Screen Covering Triangle in OpenGL (with no buffers). June 14, 2014. June 14, 2014. This one has been on the backlog for ages now. Anyway, this is an OpenGL adaptation of a clever trick that’s been around for quite awhile and described in DirectX terms by Cort Stratton ( @postgoodism. In the “ An interesting vertex shader trick. 8221; on #AltDevBlogADay. Gl VertexID=0 - (-1,-1). Gl VertexID=1 - ( 3,-1). Gl VertexID=2 - (-1, 3). We can easily add texture coordinates to this as well:. It’...

4

May « 2014 « rauwendaal.net

http://rauwendaal.net/2014/05

Readings on physically-based rendering. May 21, 2014. May 22, 2014. Another nice collections of links and papers too valuable to lose among all my bookmarks. This time on physically-based rendering, put together by Kostas Anagnostou ( @thinkinggamer. List maintained and updated over at his blog Interplay of Light. Http:/ interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/. This entry was posted in Research. Layered Reflective Shadow Maps for Voxel-based Indirect Illumination.

5

Resume « rauwendaal.net

http://rauwendaal.net/resume

To work with fun, intelligent and interesting people on engaging and challenging research problems in the domain of computer graphics and rendering. PhD in Computer Science – Voxel Based Indirect Illumination using Spherical Harmonics. MS in Computer Science – Hybrid Computational Voxelization using the Graphics Pipeline. University of California at Davis. Bachelors of Science in Computer Science and Engineering. M Sugihara and R. Rauwendaal. T Morrison and R. Rauwendaal. Available online: http:/ web&#46...

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Rendering Volume Filling Triangles in OpenGL (with no buffers). August 9, 2014. November 20, 2014. This is the promised follow-up to Rendering a Screen Covering Triangle in OpenGL (with no buffers). The vertex shader looks the same as before with the addition of the. Flat out int instanceID; void main() { float x = -1.0 float( gl VertexID and 1) 2); float y = -1.0 float( gl VertexID and 2) 1); instanceID = gl InstanceID; gl Position = vec4(x, y, 0, 1); }. Which would look sort of like the following:.

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