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

Posted in Uncategorized | Tagged | 2 Comments

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 | Leave a comment

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 | Leave a comment

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 | Leave a comment

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