Three part lecture series introducing Modern OpenGL
Introduction to the OpenGL Shader API
Introduction to Modern OpenGL
The OpenGL Shading Language API
The OpenGL Shading Language
The OpenGL Shading Language
Transformations in Modern OpenGL
Transformations in Modern OpenGL
An introduction to Shading Models in OpenGL
An introduction to Shading Models in OpenGL
An introduction to Texturing and Image I/O
An introduction to Texturing and Image I/O
Advanced OpenGL techniques
This project focuses on designing and implementing an interactive shader editor that can be used by developers and artists. The goal is to present a tool that supports users in compiling and manipulating shaders, with the added benefit of real-time visual feedback.
The ongoing saga of my doing the ASE assignment
The ongoing saga of my doing the ASE assignment
The ongoing saga of my doing the ASE assignment
The ongoing saga of my doing the ASE assignment
The ongoing saga of my doing the ASE assignment
The ongoing saga of my doing the ASE assignment
The nature of this project was to design and implement an interactive shader editor that is equally accessible to both programmers and artists. The tool provides users with the choice between a code or node editor, to develop fragment shaders. The former requires previous GLSL experience, with users expect to code their shaders from scratch. However, the latter requires no previous programming experiences and takes advantage of a node-based editor, using a pre-implemented Ray Marching algorithm.
This post will take a simple simulation and using modern Programming and Graphics techniques optimise it for speed and efficiency.
Vulkan is a low-level graphics and compute API which aims to provide users with faster draw speeds by removing overhead from the driver. The user is expected to explicitly provide the details previously generated by the driver. The resulting extra code can be difficult to understand and taxing to write for beginners, leading to the need for a helper library.