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Category Archives: Graphics
Tech Coffee: Azure Digital Twins + HoloLens: Powering the Next Generation of IoT
Tech Coffee is a series that aims to introduce you to a new technology in less than 20 minutes. In this post, we will get an introduction to digital twins, and some of the terms and technologies needed to create … Continue reading
Posted in Graphics, HoloLens, Mixed Reality
Tagged HoloLens, HoloLens 2, Microsoft Azure, Mixed Reality
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Apollo 11 HoloLens 2 Demo from Microsoft Build 2019
The Microsoft Build Conference just took place in Seattle, and I will be creating a couple of blog posts regarding content from Build 2019, but first, I’d like to share this little demo that was presented. In this video, Andy … Continue reading
How to develop augmented reality apps with Vuforia for Windows 10
I recently published an article on developing Augmented Reality apps using Vuforia on the Windows Developer blog and thought I’d share it with you. “Augmented Reality is a way to connect virtual objects with the real world, making it possible … Continue reading
Posted in Augmented Reality, Graphics, Unity, Vuforia, Windows 10
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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
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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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XNA Shader Programming – Tutorial 26, Bump Mapping Perlin Noise
This tutorial will continue from Tutorial 25, where we implemented a noise function. Now that you have the Perlin Noise-function in your shader, it is very simple to implement Bump Mapping. The object being rendered contains normals on each point … Continue reading
Posted in Graphics, Tutorial, XNA Shader Tutorial
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XNA Shader Programming – Tutorial 25, Perlin Noise using the GPU
This tutorial will intruduce you to procedural textures. If you ever want to generate textures procedurally, you probably stumble upon the Perlin Noise algorithm created by Ken Perlin in 1983. Why noise? If you are trying to model natural textures … Continue reading
Posted in Graphics, Tutorial, XNA Shader Tutorial
4 Comments
Fundamentals of Fractals 5: The Mandelbrot Set
I give you the same question Neo got; do you take the red pill or do you take the blue pill? After studying the Mandelbrot set, the complexity, rich and beauty of a simple definition, the endless iteration of a … Continue reading