Just play with my Voronoi Shatter. Footage rendered with Mental Ray and video compressed by FFMPEG.
ShreckWorks
Sunday, July 21, 2013
Wednesday, May 29, 2013
Voronoi Shatter Bunny Demo
A friend made this demo for me, an real Maya expert.
The bunny was shattered into 829 pieces. I haven't done any optimization to the code yet. The performance is acceptable compared to commercial products.
When handle obj model files, take care that face index starts from 1. Voro++ and Carve are used. Make sure the normal direction is correct before using Carve for Boolean operations.
Thursday, May 16, 2013
Voronoi Shatter
Thursday, December 20, 2012
OpenGL Shadow Mapping
1024x1024 depth texture that will be rendered in the first render pass.
Depth buffer of the static buffers(in gDEBugger).
The ground plane is rendered in the second render pass.
Teapot is rendered in the second render pass.
Sunday, November 18, 2012
OpenGL 4 Tessellation for Bézier Patch
gl_TessLevelOuter[] = 1, gl_TessLevelInner[] = 1.
gl_TessLevelOuter[] = 6, gl_TessLevelInner[] = 6.
gl_TessLevelOuter[] = 12, gl_TessLevelInner[] = 12.
gl_TessLevelOuter[] = 36, gl_TessLevelInner[] = 36.
In my last post about OpenGL 4 tessellation I didn't use vertex points as patch control points so there was no change in the geometry. This time I produced a Bézier patch of 16 control points using 2D Gaussian distribution. The result is much funny this time. I checked OpenGL 4 reference page and haven't found anything about tessellation level limitation.
For produce surface from control points, lecture 8 of http://graphics.ucsd.edu/courses/cse167_w06/ will be
a good reference. I also used this course as reference when I was a Computer Graphics TA for senior students.
Monday, October 8, 2012
Bullet Physics Balls Demo
Long time no update. My path tracer become too big for me to finish in short time, especially when I want to add advanced rendering effects. During past one week holiday, I rewrote the ray tracer and integrated it with Bullet physics engine. Here is my first demo with only diffuse pass and hard shadow enabled.
Thursday, August 9, 2012
Subscribe to:
Posts (Atom)