We submitted a paper to EGSR (Eurographics Symposium on Rendering), and still waiting to see if the paper is accepted or not.
In the mean time, here's a little result. We used a Perlin sum, to sum up the first four images, to create the last one. The output is very interesting.
Here's the octaves:
Here's the output (also used as the new backgroud for this blog):
Note that each octave is different, which is different to Perlin noises. But if we wanted, we could have used the exact approach described by Perlin.
In future post, I'll give more detail about the method used to create these textures. All images are tileable. Eventually, a GPU version of this framework should be implemented. Either as a fragment shader or on CUDA/OpenCL.
I use this blog to share (presentable) results from my research as a PhD student in computer science.
Showing posts with label fragment shader. Show all posts
Showing posts with label fragment shader. Show all posts
2012/04/23
2012/04/18
Shader Toy
I know it's been a while since I posted something, and I will post some new results soon.
If you're interested to play with the fragment shader in WebGL, here's a wonderful link: Shader Toy.
Plus, the Khronos Group is working on to define a JavaScript binding to the Khronos OpenCL with WebCL, which is a very good thing.
If you're interested to play with the fragment shader in WebGL, here's a wonderful link: Shader Toy.
Plus, the Khronos Group is working on to define a JavaScript binding to the Khronos OpenCL with WebCL, which is a very good thing.
2011/06/23
Live-Wallpaper available on the Market
I finally managed to put a first version of my live-wallpaper on the market.
You can find it right here:
https://market.android.com/details?id=com.blogspot.widgg_research&feature=search_result
Post comment on this post to tell me what you think about it. It's a first version and there's a lot of work to do to create the professional version and also to improve this one.
For major problem, I will do my best to put a new version of the application on the Market as fast as possible.
The live-wallpaper is rough on the fragment shader that I created in OpenGL ES 2.0. So it's very important to control the execution of the application base on this. Fewer points and a lower FPS (frame per seconds) will give better results.
I'm also interested to know the performance of your Droid, particularly if they run on Honeycomb. So, I'd like you to post your device, version of Android, number of points and FPS that you used in your settings.
Here's some screenshots:
You can find it right here:
https://market.android.com/details?id=com.blogspot.widgg_research&feature=search_result
Post comment on this post to tell me what you think about it. It's a first version and there's a lot of work to do to create the professional version and also to improve this one.
For major problem, I will do my best to put a new version of the application on the Market as fast as possible.
The live-wallpaper is rough on the fragment shader that I created in OpenGL ES 2.0. So it's very important to control the execution of the application base on this. Fewer points and a lower FPS (frame per seconds) will give better results.
I'm also interested to know the performance of your Droid, particularly if they run on Honeycomb. So, I'd like you to post your device, version of Android, number of points and FPS that you used in your settings.
Here's some screenshots:
Labels:
Android,
animation,
fragment shader,
GLSL,
GPU,
live-wallpaper,
market,
OpenGL ES,
Weird Voronoi
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