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Author Archives: digitalerr0r
Updating my Shader Tutorials to XNA 4.0
Just wanted to quickly notify you that I’m in the process of updating all the shader tutorials to XNA 4.0. A lot of people have asked me about it so I decided to do the job. I’ll keep you posted … Continue reading
Kinect Fundamentals #3: Getting distance-data from the Depth Sensor
Now that you know how to use the RGB Camera data, it’s time to take a look at how you can use the depth data from the Kinect sensor. It’s quite similar to getting data from the RGB image, but … Continue reading
Posted in Kinect, Tutorial
21 Comments
Kinect Fundamentals #2: Basic programming
Our first Kinect program will be using XNA 4.0 to create a texture that is updated with a new image from the Kinect Sensor every time a new image is created, thus displaying a video. Note: This tutorial has been … Continue reading
Posted in Kinect, Tutorial
32 Comments
Kinect Fundamentals #1: Installation & Setup
Welcome to the first part of my Kinect Findamentals series. In this series, we will look at how you can implement your own Kinect-applications using XNA 4.0. Update: This tutorial has been updated to using the February 2012 version of … Continue reading
Posted in Kinect, Tutorial
11 Comments
Kinect for Windows SDK available
The Kinect for Windows SDK is available, so feel free to try it out and see what you can make. I tried the API and like it a lot, easy to understand and follow. See the launch event and video … Continue reading
Posted in Kinect
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4k procedural graphic: Marching Embryos
Just finished a 4k procedural graphic. The image is generated by an executable file with the size of 2.74 kb. The image is generated by raymarching simple distance fields, and perlin noise. Platform: WindowsAPI: OpenGL / GLSLCode: digitalerr0r of Dark … Continue reading
Posted in Demoscene, Graphics, OpenGL
5 Comments
Procedural landscapes using Perlin Noise
A few years ago I read the article “Generating Complex Procedural Terrains Using the GPU” in GPU Gems 3. It covers a way to implement random landscapes using Noise, a great read if you are interested. I’m just in the … Continue reading
Posted in DirectX11, Graphics, Technology
1 Comment
White Lavender – A surface journey on the Mandelbulb fractal (video)
A Mandelbulb fractalThe function I implemented is a bit wrong but the output was OK, running on about 30 FPS in 800×600 🙂 Only diffuse and specular light is used when rendering. Rendered using DirectX, Shader Model 4.0. Programming: digitalerr0r … Continue reading
Posted in DirectX, DirectX11, Fractal, Graphics
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Raymarching on the GPU
For the past six months, I have been spending quite some time on producing images using only the GPU. Just wanted to share some of the images I have created. Click the images to enlarge. If you want to … Continue reading
Posted in Fractal, Graphics
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expected ‘#extension <name> : <action>’
If you are writing GLSL-shaders directly in a char-array instead of loading them from a file, and want to use #define or #extension and so on, you might get these errors: 0(1) : error C0114: expected ‘#extension <name> : <action>’(0) … Continue reading
Posted in GLSL, OpenGL
4 Comments
