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PolyVox

Member Since 24 Nov 2002
Offline Last Active Feb 13 2013 06:01 AM
*****

Posts I've Made

In Topic: Approximation of Normals in Screen Space

13 February 2013 - 03:56 AM

If I understand you correctly then you can use the ddx/ddy instructions to compute a per-pixel normal in the fragment shader:

 

http://c0de517e.blogspot.nl/2008/10/normals-without-normals.html

 

I also have a code snippet here:

 

http://www.volumesoffun.com/polyvox/documentation/0.2.1/manual/Lighting.html#normal-calculation-for-cubic-meshes

 

Note that you will typically end up with a faceted appearance rather than smooth shading (which is fine for my application).


In Topic: Modified stenciled shadow volumes algorithm - any good for gpu implementation?

18 January 2013 - 04:51 AM

I'm not sure if you seen it (or if it's useful) but Game Engine Gems 3 had an article on doing traditional stencil shadows in the geometry shader. Maybe you can modify that?

See it here: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch11.html

In Topic: Voxel Based Retro Shooting Game on iPhone/iPad

17 November 2012 - 04:42 AM

Looks cool, will you bring it to Android?

In Topic: gaussian curvature on a 3D mesh

04 November 2012 - 10:57 AM

I'm afraid I don't know about that, I've only used it for basic mesh viewing really.

In Topic: gaussian curvature on a 3D mesh

03 November 2012 - 01:24 AM

MeshLab appears to have support for mean curvature: http://meshlabstuff.blogspot.nl/2010/03/mean-curvature-cavity-map-zbrush-and.html

Not sure how similar that is but it's open source and may be a starting point...

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