• 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:

       


Tutorial of Ray Casting, Ray Tracing, Path Tracing and Ray Marching

Introduction As GPU power is becoming significantly better than CPU, ray casting / tracing, path tracing, and ray marching is widely used in 4k intros, demoscenes, and movies to create interactive 3D graphical scenes. Thanks to all the references listed in the end, I learnt so much about and I would like to share with the knowledge…


[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…