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opengl

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 Also, this post is a bit outdated.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 …

Applying Suggestive Contours to …

In the second semester of this year, I’ll have to apply the suggestive contours algorithm I’ve implemented in an interesting way, in order to have some experimental results upon which I can base my thesis. A report on what I found out behind the cut.

Suggestive Highlights

Some more features implemented in my thesis project: Stroke fading (soft lines + anti-aliasing) Suggestive Highlights (still some tweaking – in combination with suggestive contours they give a false “embossed” impression) Various optimizations for time-coherent contours (see this follow-up paper). The ‘flickering’ issues I had with changing viewports have been …

Suggestive Contours tests

Having finished the basic implementation of contours and suggestive contours, I’m now implementing features like fading and suggestive highlights. I thought it would also be interesting to test my current implementation (and the effect of suggestive contours themselves) on some interesting test objects.  Findings behind the cut.