Blog
Or in other words, how the mapping of data in your struct can impact what your shader ends up receiving.
Let's talk a little about mathematical optimization and some cool programming paradigms we can use to solve some really hard problems.
Working on some OpenGL projects for a while now, I wanted to talk a little bit about debugging my own code.
After some experimenting with OpenGL's framebuffers previously, the next step was to implement deferred shading on the framework. Here I'll talk a little bit about how I implemented it in my current engine, setting up the framebuffers and the gBuffer.
Time to add shadow mapping to the engine, a feature that requires a better understanding of OpenGL's framebuffers. Here I'll discuss a bit about the depth map, shadow mapping and the "z" coordinate.
With reliable texture loading added previously, now I further improved the engine to support light and normal mapping. I have changed the object loading to get all the necessary files, the textures, and the calculation of the TBN matrix to get everything to work.
Advancing my OpenGL framework a few steps further by adding object loading and textures, here I'm going to talk a bit about the bumps I had along the way.
Now, taking advantage of the ray tracing engine I build some time ago, I decided to implement this little cool effect called volumetric lighting (or some times crepuscular rays, "god rays", etc).
The rite of passage for every computer graphics enthusiast? Well, there you go. Let's talk a bit about implementing a ray tracer, and some other features to make it work better/faster such as data structures and multithreading.
This time let's play a bit with the Microsoft Kinect, Unity and use Vuforia to create an augmented reality application for mobile devices to create animations of virtual characters.
Particle systems are fun by itself and we can use it to simulate all sorts of different things, so I decided to use one to simulate sand. This time using Unity as a framework.
Let’s talk a little bit about how to make stuff actually show using OpenGL. Here I'll talk about my engine which includes primitive mesh creation, phong illumination, camera manipulation, custom shader file readers, etc.
This is the first post of my blog, hopefully things won't break!