• 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: rendering

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:

       


[Summary] Display of Surfaces from Volume Data

Display of Surfaces from Volume Data is written by Marc Levoy and is cited by over 3,000 times. The full version of this paper can be retrieved here. Abstract The application of volume rendering techniques to the display of surfaces from sampled scalar functions of three spatial dimensions is explored. Fitting of geometric primitives to the…