Currently browsing tag

opengl

Markosian Suggestive Contours

I’ve implemented the pick-some-random-faces-algorithm (the algorithm formerly known as the Markosian algorithm, from this paper) for suggestive contours too now. Results are a bit better when it comes to framerate, with the big gains of course in models with more faces. For example, of the 40000 faces of the skull, …

Random Contour Faces

I’ve been implementing an alternative CPU algorithm to draw contours last week. It was pitched by Markosian et. al, and I based my implementation on this Siggraph 2008 class by D. Decarlo. Instead of testing all faces of a mesh for contours, I only test a configurable amount of random …

GLSL Shader Results

After squashing a rather nasty bug this morning (GLSL shader memory alloc is tricky), I made some renders to demonstrate the algorithm. The algorithm is an object-space algorithm.  This has some implications: Operations are performed with direct vertex info. No intermediate rendering+signal filtering is done. Rendering it on the GPU …

Image Space Oddity

I’ve been trying to work out a good CPU-accelerated version the my suggestive contours algorithm during the last few weeks, and after working through some technical difficulties, I managed to compute and draw regular contour lines this afternoon: Hard to see? I know,  it looks craptastic. But after an afternoon …

Thesis Video Update

An overview of the work done upto january on my thesis. My most recent work (on the GLSL implementation) is not included, this is all rendered using the CPU. The main differences with last video: Better viewport consistency by applying fading of the contour lines. (Reduces flicker effect) Optimalisation of …

First working GLSL Shader

Today I rewrote parts of Trimesh2’s Mesh Viewer to work with GLSL-shaders. I implemented a simple cartoon shader. This is still pretty basic, since it doesn’t involve sending information back and forth between OpenGL and the shader. Still, here is the result.

GLSL Shader IDE’s

Update 2013: Fixed link to RenderMonkey, which has been discontinued. Also, this post is a bit outdated. Have a look at Cuda for a GPU-based language with good debugging support. Because my current Suggestive Contours/Suggestive Highlights implementation is written using OpenGL calls for rendering, it was best to start work on …