|
You are here |
gpfault.net | ||
| | | | |
danangell.com
|
|
| | | | | Shaders provide programmers with a beautiful combination of art and math. Most other throwaway projects are devoid of any artistic value. In less than a dozen lines of code you can draw fractals. A few more and you can start creating intricate animations. The most interesting part is the unique perspective they force you into. Say you want to draw a circle in an imperative programming language. You need to break out a for loop and calculate the sin and cos of different angles until you have points all around the circumference of a circle. | |
| | | | |
blog.willemmelching.nl
|
|
| | | | | A small weekend project to buld a colorful Mandelbrot set renderer using OpenCL. | |
| | | | |
csantosbh.wordpress.com
|
|
| | | | | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable... | |
| | | | |
simonschreibt.de
|
|
| | | Welcome A while ago I gave a Tech Art Course and another one called 3D Engines for Artists. Here I share my materials and if you find them useful or inspiring, feel free to use them for your own teaching. Please note, that sometimes there are no long explanations on the slides or in the document | ||