• Interactive Poisson Blending on GPU
    Interactive Poisson Blending on GPU
  • 404 Not Found In Two Triangles
    404 Not Found In Two Triangles
  • Simplest and Fastest GLSL Edge Detection using Fwidth
    Simplest and Fastest GLSL Edge Detection using Fwidth

Tag: GPU

Dotted Drawing / Sketch Effect

After lunch, I want to replicate the sketch shader I wrote for the Pencil-vs-Camera project. Additionally, I wrote a one-pass shader for dotted drawing / sketch post processing effect, which I think is more aesthetically pleasing. Dotted Drawing Demo Click on the play button in the left bottom corner of the embedded ShaderToy window below, to…


Foveated Rendering via Quadtree

Today, I wrote a shader for foveated rendering uisng Prof. Neyret’s QuadTree: https://www.shadertoy.com/view/Ml3SDf The basic idea is:  Calculate the depth of the QuadTree using the distance between the current coordinate to the foveat region Use the depth as the mipmap level to sample from the texture Code below:

       


Bilateral Filter to Look Younger on GPU

Bilateral filter can be used to smooth the texture while preserving significant edges / contrast. Below shows a live demo in ShaderToy. Press mouse for comparison. Thanks to mrharicot’s awesome bilateral filter: https://www.shadertoy.com/view/4dfGDH With performance improvement proposed by athlete. With gamma correction by iq: https://www.shadertoy.com/view/XtsSzH   Skin detection forked from carlolsson’s Skin Detection https://www.shadertoy.com/view/MlfSzn#


Interactive Poisson Blending on GPU

Recently, I have implemented two fragment shaders for interactive Poisson Blending (seamless blending).  Here is my real-time demo and code on ShaderToy: Press 1 for normal mode, press 2 for mixed gradients, press space to clear the canvas. Technical Brief I followed a simplified routine of the Poisson Image Editing paper [P. Pérez, M. Gangnet,…


Testing GPUs Computational Power

Have you think of how many summation & multiply operations can you do within for-loops in GPU fragment shader? I irrigorously tested the following fragment shader on ShaderToy, which gives me 100,000 operations at 22 FPS on a GTX 1080, for 25, 000 operations, it runs smoothly at 60 FPS. So, what’s the limitation of…