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原创 My Fluid Simulation (SPH) Sample (3) – Optical Effects using GLSL, and Integration of Physical Model

I would say my SPH application is ALMOST done. In recent 2 days I finished optical effects of curvature flow using GLSL. Cubemap using GLSL As the paper titile indicates “Screen-Space”, the first rendering step is to the regular object, and the second

2010-08-18 11:23:00 2184 6

原创 My Fluid Simulation (SPH) Sample (2) – Curvature Flow

After a long time of break – break by my GI renderer, I picked up my SPH application again. In recent week, I managed to implement Curvature Flow described in the paper “Screen Space Fluid Rendering with Curvature Flow” (http://portal.acm.org/citation.cfm?

2010-08-15 01:40:00 1862

原创 My render update – Ambient Occlusion

Ambient Occlusion is a relatively new algorithm proposed in recent years. This algorithm can improve the reality of the scenes quite a lot. It considers the occlusion among objects. You can treat it as ambient shadows. Let me post my demo images here: No

2010-08-05 22:32:00 1294 1

原创 My renderer update – Photon-Mapping(caustics) & Texture

In recent two weeks, I finished another two important components of a GI renderer: caustics and texture.[Texture]: I use DevIL as the basic image loading library. DevIL also offers Mipmap building function. I adopt it directly and what I have implement

2010-08-04 04:35:00 966

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