Help end child hunger
Mar 162011
 

The GLUT tutorial now resides in the new version of Lighthouse3D. The tutorial has been fully revised, adding different, and more logical, examples. As always, bugs will be present and I count on you to help me to get rid of them.

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Mar 152011
 

The website Learning WebGL has a series of 15 lessons on WebGL starting with the configuration required to run WebGL, and ending with render to texture. This is a fairly complete tutorial, providing almost everything you need from getting started all the way to write complex applications. The tutorial covers the definition of geometry, including a loader, texturing, keyboard and mouse interactivity, lighting and some shaders.

Mar 142011
 

Using cushion squarified treemaps, your hard drive contents are displayed graphically. The visualization is great to understand how your drive’s space is being used. Everytime I use a tool like this I end up deleting or compressing large files that are no longer used. Continue reading »

Mar 142011
 

The Utah Teapot was originally created by Martin Newell, back in 1975. It is based on a real teapot, and it was digitised by hand. It became extremely popular because, at the time, there were very few available models. The teapot is a complex model from a mathematical point of view, with both concave and convex local surfaces, saddle points, various degrees of curvature, and almost as important, it is a highly recognisable object. Newell actually built a full tea set, but the teapot was the most used model. Continue reading »

Mar 142011
 

Recently a number of techniques have been introduced for doing antialiasing as a post-processing step, such as MLAA and just recently SRAA. MLAA attempts to figure out the underlying geometric properties by analyzing the pixel colors in the final image. This can be complemented with depth buffer information such as in Jimenez’s MLAA. SRAA uses super-resolution buffers to figure out the geometry. This demo shows a different approach which instead of trying to figure out the geometry instead passes down the actual geometry information and uses that to very accurately smooth geometric edges.