This is just a quick update post on projects I am currently working on.
1. Adding support for the tessellator into my realtime parametric surface plotting program. The original version of this program simply rendered an equally distributed mesh and offset the vertices in the vertex shader. Now I am tessellating patches in realtime to determine how many triangles should be output.
The initial results are promising. Shown here are three images, each of the same plot but with a differing camera position.
2. Music visualization program using wavelets. I plan on bringing the tessellator into this application once I go 3D.
A blog which discusses various GPU applications including visualization, GPGPU and games.
Sunday, January 10, 2010
Sunday, January 3, 2010
Integer division
Beware integer division on the GPU.
In a certain compute shader I am working on, this code
runs much faster than using
In a certain compute shader I am working on, this code
if (tcoord.x < 0) tcoord.x += gridsize.x;
if (tcoord.y < 0) tcoord.y += gridsize.y;
if (tcoord.z < 0) tcoord.z += gridsize.z;
if (tcoord.x >= gridsize.x) tcoord.x -= gridsize.x;
if (tcoord.y >= gridsize.y) tcoord.y -= gridsize.y;
if (tcoord.z >= gridsize.z) tcoord.z -= gridsize.z;
runs much faster than using
tcoord = (tcoord + gridsize) % gridsize;
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