Some impressions of my work with opengl, opencl and c++. Most of the images where created using the gloost framework.
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real time visualization of finite element simulation data
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real time visualization of finite element simulation data
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real time visualization of finite element simulation data
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real time visualization of finite element simulation data
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real time visualization of finite element simulation data
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Sampling a function and creating vertices for a small band of values.
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OpenCL NBody
Brute force nbody simulation of 8192 particles using OpenCL. This demo uses the gloost Framework with the included BenCL wrapper.
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WeComeInPeace
Little gameplay, little messing around. I'm the green one, forgot to capture the mouse pointer
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SVO raycasting using OpenCL and Out-Of-Core memory management. This project is using the gloost framework and the include BenCL OpenCL wrapper. Per-vertex ambient occlusion was baked with meshlab. Both models (Lucy and David) are voxelized at least to level 12 (some leaves are much deeper though). Download the source (GPL) from http://sourceforge.net/projects/libsvo/ This is my work repository, there is no written documentation at the moment but the source is well documented.
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Converting render buffers to point cloud
Using NewTek Lightwave and it's "Render Buffer Export" to convert a rendered image to a point cloud. Attributes like color (raw or shaded), normal, occlusion, radiance or depth can be exported as raw 32bit/value images. Several perspectives of a (or different) scene(s) can be accumulated to create huge sets of points.
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vxwiz
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