VBO Win

Using Vertex Buffer Objects to transfer my mesh data (vertices, normals, curvatures) directly into GPU memory using STATIC_DRAW_ARB pointers just tripled the performance of my GLSL shader implementation. Running a heavy model (+300k vertices) drawn with contours and suggestive contours at 24 fps, average.

Greetings from Panau

Some pretty spectacular views in Just Cause 2 (a recommendation). Too bad no documentation on the cloud/sky tech is available. If only more game developers published presentations and papers about aspects of their in-house tech… (good example: Valve).

Thesis Update

The current plan for my thesis is to compare several implementations I made, which all have the same purpose: draw contours and suggestive contours on a given mesh, as fast as possible, as correct as possible. It’s time to review the status of the current builds of these different tools. …

Structure From Motion

For our Capita Selecta project – a freeform 2-semester project with prof. P. Dutré and prof. E.Duval – we decided to build something around Structure From Motion. This involves starting from photographs of an object/environment and ending up with a fully textured 3d mesh – a nontrivial task. Tech babble …

OpenGL Depthmap Rendering

A quick and dirty way to render depthmaps. It requires two passes, so it’s not optimal. I’ll be using this to pass a depthmap texture to a sobel edge detector (in GLSL) in order to draw contours by generating them in image-space. Other renders (normal-mapped, regular diffuse) will be tested …

Thesisblooper #4

A new week, a new issue of Thesis Bloopers. In between all the hard, correct work I’m delivering, late night or early morning coding sessions can cause the weirdest bloopers. If you don’t specify the right texture coordinates, it looks like your triceratops is giving birth. Oops. Since some of my …

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, …