uncleflo

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Some cool dude. Higher order of decision making. Absolute.

Registered since September 28th, 2017

Has a total of 4246 bookmarks.

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Tag selected: opengl.

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Three.js – JavaScript 3D Library

https://threejs.org/

Saved by uncleflo on January 16th, 2022.

The aim of the project is to create an easy to use, lightweight, cross-browser, general purpose 3D library. The current builds only include a WebGL renderer but WebGPU (experimental), SVG and CSS3D renderers are also available in the examples. The recommended format for importing and exporting assets is glTF (GL Transmission Format). Because glTF is focused on runtime asset delivery, it is compact to transmit and fast to load. three.js provides loaders for many other popular formats like FBX, Collada or OBJ as well. Nevertheless, you should always try to establish a glTF based workflow in your projects first. For more information, see loading 3D models.

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http://volvis.org/

http://volvis.org/

Saved by uncleflo on February 22nd, 2015.

New "Real World" medical datasets Please note that this pages lists freshly added new datasets from the medical domain. This is to emphasize that most currently used datasets in volume rendering do not reflect the current nature of datasets from medical 3D scanners. They are usually too small.

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Scratchapixel

http://www.scratchapixel.com/index.php

Saved by uncleflo on February 22nd, 2015.

Everything You Ever Wanted to Know About Computer Graphics (But Were Afraid to Ask). You love Pixar movies and video games. You would love to learn how they are made and found some books on this topic at the library, but they are full of maths symbols you don't understand!

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Same Side Technique, Point in triangle test

http://www.blackpawn.com/texts/pointinpoly/

Saved by uncleflo on February 22nd, 2015.

A common way to check if a point is in a triangle is to find the vectors connecting the point to each of the triangle's three vertices and sum the angles between those vectors. If the sum of the angles is 2*pi then the point is inside the triangle, otherwise it is not. It works, but it is very slow. This text explains a faster and much easier method.

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Ray(/segment)-triangle intersection tests for dummies :P

http://hugi.scene.org/online/hugi25/hugi%2025%20-%20coding%20corner%20graphics,%20sound%20&%20synchronization%20ken%20ray-triangle%20intersection%20tests%20for%20dummies.htm

Saved by uncleflo on February 22nd, 2015.

There are various ray-tri tests around. I'll describe a few of the most interesting ones because I think that there's no "definitive" ray-tri intersection. Much depends on the type of application you're going to develop. Some methods are faster if most of the tests are positive (hit), some if they are not (early rejection). Some use lots of memory to precalculate as much as possible so they are very fast for scenes with no cache-hit problems (for examples in scenes with not so many, big triangles and spatial subdivision), while others use less memory and no precalc. etc... The precalculation option is often important so I'll talk about it more here. There are two kinds of precalculations that could be useful: per-frame precalculation (something that can be precalculated for the entire scene, for every triangle, and that just needs to be updated if the triangles are animated, if it changes their position in the next frame). The other type is per-ray-bundle precalculation.

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Intersections of Rays, Planes and Triangles (3D)

http://geomalgorithms.com/a06-_intersect-2.html

Saved by uncleflo on February 22nd, 2015.

The intersection of the most basic geometric primitives was presented in the Algorithm 5 about Intersections of Lines and Planes. We will now extend those algorithms to include 3D triangles which are common elements of 3D surface and polyhedron models. We only consider transversal intersections where the two intersecting objects do not lie in the same plane. Ray and triangle intersection computation is perhaps the most frequent nontrivial operation in computer graphics rendering using ray tracing. Because of its importance, there are several published algorithms for this problem (see: [Badouel, 1990], [Moller & Trumbore, 1997], [O'Rourke, 1998], [Moller & Haines, 1999]). We present an improvement of these algorithms for ray (or segment) and triangle intersection. We also give algorithms for triangle-plane and triangle-triangle intersection.

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The OpenGL ® ES Shading Language

https://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf

Saved by uncleflo on February 22nd, 2015.

Language Version: 1.00; Document Revision: 17; 12 May, 2009; Editor: Robert J. Simpson (Editor, version 1.00, revisions 1-11: John Kessenich)

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How To Export Blender Models to OpenGL ES: Part 1/3 | Ray Wenderlich

http://www.raywenderlich.com/48293/how-to-export-blender-models-to-opengl-es-part-1

Saved by uncleflo on February 8th, 2015.

Recently, we published Blender tutorial for beginners that showed you how to create your own 3D models in Blender. But you might be wondering – how can I export Blender models to OpenGL ES? That’s what this epic three-part tutorial series is all about! You will learn how to make an awesome 3D model viewer for iOS that can display models that you create in Blender.

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OpenGL Mathematics

http://glm.g-truc.net/0.9.5/index.html

Saved by uncleflo on December 7th, 2014.

OpenGL Mathematics (GLM) is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specification and released under the MIT license. This library provides classes and functions designed and implemented following as strictly as possible the GLSL conventions and functionalities so that when a programmer knows GLSL, he knows GLM as well, making it really easy to use. This project isn't limited to GLSL features. An extension system provides extended capabilities: matrix transformations, quaternions, half-based types, random number generation, procedural noise functions, etc.

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WebGL Example: Phong / Blinn Phong Shading

http://www.mathematik.uni-marburg.de/~thormae/lectures/graphics1/code/WebGLShaderLightMat/ShaderLightMat.html

Saved by uncleflo on December 7th, 2014.

If you do not see an output below, your browser does not support WebGL. The WebGL shader code is slightly different from the GLSL code (version 1.4 ) that is used in the lecture. This is because WebGL shaders must conform to the OpenGL ES Shading Language (Version 1.0) which can be found here.

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Blinn–Phong shading model - Wikipedia, the free encyclopedia

http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model

Saved by uncleflo on December 7th, 2014.

The Blinn–Phong reflection model (also called the modified Phong reflection model) is a modification to the Phong reflection model developed by Jim Blinn. Blinn–Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by default, rather than the more computationally-expensive Phong shading.

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Vega Strike: Main Page

http://vegastrike.sourceforge.net/

Saved by uncleflo on June 3rd, 2014.

Vega Strike is an Open Source 3D Action-Space-Sim that lets you trade, fight, and explore in a vast universe. Vega Strike is built on top of OpenGL and runs on Win/Lin/Mac platforms. Vega Strike (the game) is currently in a playable state, but both game engine and dataset are under continued development. For more details, see About VS or visit the forums and dev blog.

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Installing and Using GLUT and OpenGL

http://web.eecs.umich.edu/~sugih/courses/eecs487/glut-howto/

Saved by uncleflo on August 23rd, 2012.

the sample Makefile and source code build a simple line drawing application and have been written to be portable across Linux, Mac OS X, and Windows platforms.

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OpenGL - Rosetta Code

http://rosettacode.org/wiki/OpenGL

Saved by uncleflo on October 1st, 2010.

In this task, the goal is to display a smooth shaded triangle with OpenGL. The image shown is a Triangle created using C example compiled with GCC 4.1.2 and freeglut3. This article describes several different programming languages, so its easy to compare and interprete the different languages from each other.

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Yongshin Yu's Blog: HOW TO: Use CDT and MinGW for Eclipse (i.e. develop C/C++ applications in windows)

http://yongshin.blogspot.com/2005/11/how-to-use-cdt-and-mingw-for-eclipse.html

Saved by uncleflo on April 25th, 2008.

Tutorial how to install eclipse with MinGW and OpenGL

glut eclipse mingw compiler c++ opengl cdt description step code program software opensource blog


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