Category Archives: Tutorial

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

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 | 2 Comments

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

Parallel Computing using the GPU – Tutorial 3: Integrate CUDA 3.2 into Visual Studio 2008

Now that CUDA Toolkit 3.2 was released, the integration with Visual Studio 2008 is a lot easier than before. In this tutorial, we will see how we can create a CUDA application using Visual Studio 2008!   Getting the free … Continue reading

Posted in CUDA, Parallel Computing, Tutorial | 24 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

Posted in DirectX11, Fractal, Graphics, Math, Tutorial | 11 Comments

Fundamentals of Fractals 4: The Sierpinski carpet

In the last tutorial, we plotted a Sierpinski gasket using dots. I figured that I wanted to introduce the Sierpinski Carpet as well, before moving into more heavy fractals. The Sierpinski Carpet is very simple as well, but we are … Continue reading

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Fundamentals of Fractals 3: The Sierpinski gasket

The Sierpinski gasket is a fractal and a very basic fractal of self-similar sets, a mathematically generated pattern with similar patterns. The Sierpisnki gasket is typically generated using triangles, but you can render any shape you want in the space, … Continue reading

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Fundamentals of Fractals 2: What is a fractal?

There are many answers to this question, but let’s take a look at the common definitions:”A set of points whose fractal dimension exceeds its topological dimension” -Paul Bourke”A fractal is a rough or fragmented geometric shape that can be split … Continue reading

Posted in DirectX, DirectX11, Graphics, Math, Tutorial | 1 Comment

Fundamentals of Fractals 1: Introduction to Complex Numbers

This series aims to teach you the basics of programming fractals. Let’s start with introducing Complex Numbers, which is a topic within algebra and the fundamental for everything that is related to fractals. In the next tutorial, we will move … Continue reading

Posted in DirectX11, Math, Tutorial | Tagged | 1 Comment