These are public posts tagged with #opengl. You can interact with them if you have an account anywhere in the fediverse.
Learn how to use a Raspberry Pi 4B with Linux to solve equations for a real-time nonlinear aircraft simulation, including the emulation of modern aircraft flight displays
https://www.makerspace-online.com/flight-simulation-on-the-raspberry-pi/?utm_source=mms
#RasbperryPi #Linux #FlightSimulation #aircraft #EFS #SourceCode #software #OpenGL
Juego escrito en Java (usando libGDX) que usa #OpenGL. Ojo al dato, je je.
libGDX is a cross-platform Java game development framework…
libGDXTesting the Gosper curve in my variable iteration halftoning setup. So far I've only used the Hilbert curve this way, and things get a bit coarser with the Gosper, so it was harder to find images that make nice results. So here we are with the old Venus again.
The number of points multiplies by 4 for Hilbert and 7 for Gosper on each step, so the latter has to get by with fewer iterations for a sensible resolution. Here we have 6 iterations for 6 grey levels.
#halftoneart #gospercurve #planefillingcurve #spacefillingcurve #singlelinedrawing #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
When I tried to start Steam all that happened was it…
Ask UbuntuThe previous demo made me dig deeper into dithering algorithms. It's something I should have done years ago, as I've been using simple random dithering now and then, and I hadn't even thought of gamma correction. One algorithm in particular caught my eye: Riemersma dithering, which uses the Hilbert curve. Compared to the usual matrices for error diffusion, the curve approach seemed easier to implement in some ways, as it has fewer edge issues.
More interestingly, it struck a chord with my earlier experiments with space-filling curves in image processing. So it was a kind of familiar territory, but it also seemed esoteric enough that I could imagine making some new discoveries. For example, play with other plane-filling curves besides the Hilbert.
The first image uses the boustrophedon curve, which makes the vertical wave patterns I recall from a number of non-dithering demos. The second curve is what I call the diagstrophedon, a diagonal zig-zag starting from the top left corner, and I think its wavy artefacts make a nice match for Venus's hair.
Then in image 3 we have Hilbert, which doesn't seem to make any particular artefacts, and I guess that's a good thing for dithering. Finally 4 uses the Peano curve, which makes some fun wiggles in light areas.
#dithering #riemersmadithering #stippling #halftoneart #raster #pixelart #hilbertcurve #peanocurve #planefillingcurve #spacefillingcurve #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
Does anyone know any tips on how to get OpenGL programs to run in Ubuntu 24.04.2 LTS? #crash #softwaresources #opengl #hardwareacceleration
As the title suggests, the program doesn't seem to…
Ask UbuntuInteropUnityCUDA: A Tool for Interoperability Between Unity and CUDA
Introduction: Unity is a powerful and versatile tool…
hgpu.orgThe recent stipplings and partitionings reminded me of this demo from about 2 years ago. In short, it's a Hilbert curve where the iteration level varies by the colour value. I wanted to make some small changes, but I ended up rewriting it completely. The shader approach seemed needlessly heavy and redundant for something that works more naturally on a CPU. But mostly it was just a fun exercise in looking at the same problem from a different angle.
The first picture shows the original idea. With the new idea, I wanted to get rid of the slanted lines; the result doesn't feel any better to me, but I guess it's interesting in its own way.
#hilbertcurve #planefillingcurve #spacefillingcurve #lineart #linedrawing #singlelinedrawing #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
Veo por el anuncio de la beta de #BlackMesa que la versión para GNU/Linux usa una capa de compatibilidad #OpenGL a Vulkan vieja de #Valve llamada #ToGL. La versión Windows sí usa #DXVK para, eso, de #Direct3D a #Vulkan. Luego, tiene pinta, va mejor el juego en Proton.
https://store.steampowered.com/app/362890/Black_Mesa/?curator_clanid=4218320
I made a FAST File Explorer in C++ using OpenGL and ImGui
https://www.youtube.com/watch?v=Jk4vkr6vP38
Discussions: https://discu.eu/q/https://www.youtube.com/watch?v=Jk4vkr6vP38
Enjoy the videos and music you love, upload original…
www.youtube.comI came across this halftoning idea sometime last week. While the idea was relatively easy to understand and fun to implement, I've spent quite a lot of time trying to make the result look nice.
In each row, the image is split into bins containing roughly the same sum of lightness value. This is nice to implement when the number of lines/bins is a power of 2, so we can recurse with a binary split. Thus the line density varies by average lightness. The problem is that density is considered along the x-axis. If things change a lot between rows, the lines get slanted, so they appear more dense. Here I've included some averaging between neighbouring rows to make thing a bit smoother.
I'm also including a fun glitch from the early tests. The line-density system includes the set of point coordinates and the graph structure (which point is connected to which). What happened here is my generic graph generator that simply finds the nearest neighbours of each point. So in the light areas that are compressed horizontally, the nearest neighbours were left and right.
#halftoneart #lineart #patterns #texture #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
As GLEW is unmaintained, uses GLX by default and the EGL part is unfinished, the best would be if projects would migrate to GLAD.
I've migrated PrusaSlicer to GLAD today.
https://github.com/prusa3d/PrusaSlicer/pull/14440
PrusaSlicer already used GLAD, the question is why it used GLEW then?
GLEW is unmaintained and libvgcode already uses GLAD.
GitHubI stumbled upon an interesting blog today while searching for an image of the Silicon Graphics 3D cube logo. Named "Abort Retry Fail" by Bradford Morgan White, the blog's articles document computer history. I eventually wound up reading three of them.
#1 "The Rise and Fall of Silicon Graphics"
https://www.abortretry.fail/p/the-rise-and-fall-of-silicon-graphics
#AbortRetryFail #Blog #RetroComputing #SiliconGraphics #SGI #GPU #VFX #OpenGL #3D #CG #CGI #ComputerGraphics #Mips #CPU #Irix #OS #Gaming #GameDev
or How a Rebellious Youth Briefly Conquered the World
Abort Retry FailReal-Time Volumetric Clouds Source Code (Horizon Zero Dawn Implementation) OpenGL 4.6 C++
https://youtu.be/2fLxaRLIO7E?si=LygFV1-mCn2n7vyy
Discussions: https://discu.eu/q/https://youtu.be/2fLxaRLIO7E?si=LygFV1-mCn2n7vyy
Enjoy the videos and music you love, upload original…
www.youtube.comMe after realizing why my depth write wasn't working:
(Yes, I forgot to bind a depth attachment to the frame buffer)
#graphics #graphicsprogramming #OpenGL #gamedev #programming
Is it me or are all four of these doing basically the same thing?
Just published a short #cpp article that benchmarks the AoS (Array of Structures) layout versus the SoA (Structure of Arrays) layout in a 2D particle simulation.
You can try out the benchmark right in your browser!
https://vittorioromeo.com/index/blog/particles.html
Mettiamo alla prova la nuova IA di Google con il classico test dello Snake per poi passare alla rappresentazione 3D di solidi con OpenGL. Riuscirà il nostro eroe artificiale a superare il test? #google #gemma3 #artificialintelligence #ai #opengl #snakegame https://www.youtube.com/watch?v=92lDLy_N42U