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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org</description><title>Form Over Function</title><generator>Tumblr (3.0; @copypastaresearch)</generator><link>http://copypastaresearch.tumblr.com/</link><item><title>Awesome! Just as last year @twbompo ported my PC 4k entry for...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m3gunwYyoQ1qdsecho1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Awesome! &lt;a href="http://copypastaresearch.tumblr.com/post/6330391822/awesome-twbombo-ported"&gt;Just as last year&lt;/a&gt; &lt;a href="https://twitter.com/#!/twbompo"&gt;@twbompo&lt;/a&gt; ported my PC 4k entry for Revision 2012 ‘&lt;a href="http://copypastaresearch.tumblr.com/post/22049217566/as-the-fragment-main-and-post-processing-shaders"&gt;Hartverdrahtet&lt;/a&gt;’ to WebGL (using libgdx). Nice Job! The port is available &lt;a href="http://bompo-content.appspot.com/webgl/hartverdrahtet/index.html"&gt;here&lt;/a&gt;. It’s always encouraging to see that it actually pays off opensourcing ur stuff :)&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/22340553339</link><guid>http://copypastaresearch.tumblr.com/post/22340553339</guid><pubDate>Thu, 03 May 2012 23:35:56 +0200</pubDate><category>WebGL</category><category>PC 4k</category><category>GLSL</category><category>JOGL</category><category>Port</category><category>Demoscene</category><category>revision 2012</category></item><item><title>As the fragment main and post-processing shaders of my Revision...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/UjgRGDhgehA?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;As the fragment main and post-processing shaders of my Revision 2012 PC 4k entry port were processed or better “obfusicated” with &lt;a href="http://www.ctrl-alt-test.fr/?page_id=7"&gt;the shader minifier tool&lt;/a&gt; to meet the size restriction of &lt;=4096 bytes, it became nearly impossible to understand or make any sense of the GLSL code. So here is the “unminified” version with additional comments I used during development (as good as it gets): &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/raymarchingshaders/hartverdrahtet_development_main.fs"&gt;main.fs&lt;/a&gt; &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/raymarchingshaders/hartverdrahtet_development_post.fs"&gt;post.fs&lt;/a&gt;&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/22049217566</link><guid>http://copypastaresearch.tumblr.com/post/22049217566</guid><pubDate>Sun, 29 Apr 2012 16:45:22 +0200</pubDate><category>Revision 2012</category><category>PC 4k</category><category>1st Place</category><category>Fractals</category><category>GLSL</category><category>Raymarching</category><category>Demoscene</category><category>Akronyme Analogiker</category><category>JOGL2</category></item><item><title>As promised before, here’s the direct 1:1 JOGL2 port of my PC 4k...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/iPaxlPT3vkw?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://copypastaresearch.tumblr.com/post/21141853592/back-from-revision-2012-it-was-a-blast-to-say"&gt;As promised before&lt;/a&gt;, here’s the direct 1:1 JOGL2 port of my PC 4k intro competition entry for Revision 2012. Sure it got a little bigger while porting but the shader and control code remained more or less untouched. &lt;/p&gt;
&lt;p&gt;The intro renders a fullscreen billboard using a single fragment shader. The shader basically encapsulates &lt;a href="http://graphics.cs.uiuc.edu/~jch/papers/zeno.pdf"&gt;a sphere-tracing based raymarcher&lt;/a&gt; for a single fractal formula with camera handling. Additionally a second post-processing shader is applied to the render output from the raymarching shader. Post effects are god-rays, tv-lines and noise to make the overall look more interesting and less ‘sterile’. The different intro parts are all parameter and camera position variations of the same fractal. Anyway, code as always on Github: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/src/jogamp/routine/jogl/programmablepipeline/GL3_Hartverdrahtet_Port.java"&gt;GL3_Hartverdrahtet_Port.java&lt;/a&gt; and the corresponding main+postprocessing shaders: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/raymarchingshaders/hartverdrahtet_port_main.fs"&gt;main.fs&lt;/a&gt; &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/raymarchingshaders/hartverdrahtet_port_post.fs"&gt;post.fs&lt;/a&gt;&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/22048623038</link><guid>http://copypastaresearch.tumblr.com/post/22048623038</guid><pubDate>Sun, 29 Apr 2012 16:33:36 +0200</pubDate><category>Revision 2012</category><category>PC 4k</category><category>1st Place</category><category>Fractals</category><category>GLSL</category><category>Raymarching</category><category>Demoscene</category><category>Akronyme Analogiker</category><category>JOGL2</category></item><item><title>Back from Revision 2012 :) It was a blast to say the least....</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m2isbuFRVy1qdsecho1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Back from &lt;a href="http://www.revision-party.net/"&gt;Revision 2012&lt;/a&gt; :) It was a blast to say the least. I’ve met so many interesting people from all over Europe, I’m still flashed by all those overwhelming impressions. Definitly coming back there next year. As on &lt;a href="http://2011.revision-party.net/history/2011"&gt;last years Revision&lt;/a&gt; I had again prepared an entry for the PC 4k (executable size has to be &lt;=4096 bytes) called &lt;a href="http://www.pouet.net/prod.php?which=59086"&gt;“Hartverdrahtet”&lt;/a&gt;. Nearly took me two month to prepare. Technically speaking it’s more or less an enhanced version of &lt;a href="http://copypastaresearch.tumblr.com/post/6282679213/i-have-been-quite-lazy-in-the-last-couple-of"&gt;what I’ve already done last year&lt;/a&gt;, but this time the shader does not only use up every ALU peformance ur GPU has to offer but also goes quite heavy on the texture units to render some nice post-effects (e.g. god-rays). I guess &lt;a href="http://www.youtube.com/watch?v=iPaxlPT3vkw"&gt;the crowd really liked what I did&lt;/a&gt; in 4k, so I eventually &lt;a href="http://2012.revision-party.net/history/2012"&gt;placed 1st&lt;/a&gt; (take a look at the &lt;a href="http://2012.revision-party.net/history/2012/voting"&gt;voting slices&lt;/a&gt;). Placing first also got me a little bit attention press wise, thus &lt;a href="http://www.heise.de/newsticker/meldung/Revision-2012-Augenschmaus-satt-1520286.html"&gt;heise.de&lt;/a&gt; and &lt;a href="http://www.4players.de/4players.php/dispbericht/PS_Vita/Special/7020/75647/2.html"&gt;4players.de&lt;/a&gt; mentioned the production (sorry, german only). My buddy tokra with whom I was awarded the &lt;a href="http://www.echtzeitkultur.org/blog/archives/34-Newcomer-Award-fuer-Akronyme-Analogiker.html"&gt;“Newcomer Award”&lt;/a&gt; last year, also released stg for the VIC20 called &lt;a href="http://www.pouet.net/prod.php?which=59081"&gt;“VIC can again”&lt;/a&gt; (a new interlaced graphics mode). After Revision I took the liberty of doing some chillout for a couple of days, but stay tuned as I’m currently working on a JOGL port of &lt;a href="http://www.pouet.net/prod.php?which=59086"&gt;“Hartverdrahtet”&lt;/a&gt; …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/21141853592</link><guid>http://copypastaresearch.tumblr.com/post/21141853592</guid><pubDate>Sun, 15 Apr 2012 14:07:06 +0200</pubDate><category>Revision 2012</category><category>PC 4k</category><category>1st Place</category><category>Fractals</category><category>GLSL</category><category>Raymarching</category><category>Demoscene</category><category>Ankronyme Analogiker</category></item><item><title>Spam incoming :) … another nine fractal bitmap orbit...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m1t91aCEf31qdsecho1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Spam incoming :) … another nine fractal bitmap orbit trapping variations: &lt;a href="http://www.youtube.com/watch?v=Zbz1JrL6quU"&gt;#1&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=QL_yiqRSnJk"&gt;#2&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=UwOHe5WmGic"&gt;#3&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=gBez1ztuPIk"&gt;#4&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=tCLC6AK3Hnw"&gt;#5&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=0n5FbP2vMXg"&gt;#6&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=7Hf9wJ9Aa1E"&gt;#7&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=JOlbjDOomDA"&gt;#8&lt;/a&gt; and &lt;a href="http://www.youtube.com/watch?v=pF66_6D5Dtc"&gt;#9&lt;/a&gt;. Enjoy!&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/20294023605</link><guid>http://copypastaresearch.tumblr.com/post/20294023605</guid><pubDate>Sun, 01 Apr 2012 19:10:22 +0200</pubDate><category>GLSL</category><category>fractals</category><category>Fragment Shader</category><category>Orbit Trapping</category></item><item><title>As I can’t get my fingers off these flare bitmaps, here is...</title><description>&lt;iframe width="400" height="299" src="http://www.youtube.com/embed/LI3J1U_eqQA?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;As I can’t get my fingers off &lt;a href="http://copypastaresearch.tumblr.com/post/19062281328/and-here-we-go-with-another-one-in-the-series"&gt;these flare bitmaps&lt;/a&gt;, here is yet another one &lt;a href="http://copypastaresearch.tumblr.com/post/18614905288/the-logical-consequence-of-my-last-six-postings"&gt;in the series&lt;/a&gt; …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/19062441569</link><guid>http://copypastaresearch.tumblr.com/post/19062441569</guid><pubDate>Sat, 10 Mar 2012 17:38:10 +0100</pubDate><category>GLSL</category><category>JOGL2</category><category>Fragment Shader</category><category>GPGPU</category><category>Orbit Trapping</category><category>Julia Set</category><category>fractals</category></item><item><title>And here we go with another one in the series …</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/jQ0UdJS8Tn0?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;And here we go with another one &lt;a href="http://copypastaresearch.tumblr.com/post/18614905288/the-logical-consequence-of-my-last-six-postings"&gt;in the series&lt;/a&gt; …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/19062281328</link><guid>http://copypastaresearch.tumblr.com/post/19062281328</guid><pubDate>Sat, 10 Mar 2012 17:34:56 +0100</pubDate><category>GLSL</category><category>JOGL</category><category>JAVA</category><category>fractals</category><category>Fragment Shader</category><category>Julia Set</category></item><item><title>And another one in the Julia-Set fractal bitmap orbit trapping...</title><description>&lt;iframe width="400" height="299" src="http://www.youtube.com/embed/FZTEmy8tec0?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;And another one in the &lt;a href="http://copypastaresearch.tumblr.com/post/18614905288/the-logical-consequence-of-my-last-six-postings"&gt;Julia-Set fractal bitmap orbit trapping series&lt;/a&gt; …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18661793044</link><guid>http://copypastaresearch.tumblr.com/post/18661793044</guid><pubDate>Sat, 03 Mar 2012 15:28:15 +0100</pubDate><category>JOGL</category><category>Fragment Shader</category><category>GLSL</category><category>fractals</category><category>Julia Set</category></item><item><title>The logical consequence of my last six postings: Julia-set...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/odFATcfuDPU?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;The logical consequence of my last six postings: Julia-set fractal bitmap orbit traps. &lt;a href="http://copypastaresearch.tumblr.com/post/18078370198/back-when-doing-my-pc-4k-entry-for-the-revision"&gt;Same codebase&lt;/a&gt; as the last six times ofcourse …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18614905288</link><guid>http://copypastaresearch.tumblr.com/post/18614905288</guid><pubDate>Fri, 02 Mar 2012 20:08:41 +0100</pubDate><category>JOGL</category><category>fractals</category><category>Fragment Shader</category><category>Orbit Trapping</category><category>Julia Set</category></item><item><title>Overview of over ~40 different bitmap variations for my fractal...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/03OD_e9cX3M?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Overview of over ~40 different bitmap variations for &lt;a href="http://copypastaresearch.tumblr.com/post/18078370198/back-when-doing-my-pc-4k-entry-for-the-revision"&gt;my fractal bitmap orbit trapping fragment shader&lt;/a&gt;. Guess I’m ready for some new stuff here, so next up: julia-set fractal bitmap orbit trapping :)&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18565623792</link><guid>http://copypastaresearch.tumblr.com/post/18565623792</guid><pubDate>Thu, 01 Mar 2012 22:09:01 +0100</pubDate><category>JOGL</category><category>GLSL</category><category>Java</category><category>Fragment Shader</category><category>fractals</category><category>mandelbrot</category><category>Orbit Trapping</category></item><item><title>Another fractal bitmap orbit trapping experiment. Seems that...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/z0wocD_BbwM?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Another fractal bitmap orbit trapping experiment. Seems that highly translucent flare bitmaps work quite well. Guess I’ll have to dig in deeper on these … code is ofcourse &lt;a href="http://copypastaresearch.tumblr.com/post/18078370198/back-when-doing-my-pc-4k-entry-for-the-revision"&gt;the same as before&lt;/a&gt;.&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18496135845</link><guid>http://copypastaresearch.tumblr.com/post/18496135845</guid><pubDate>Wed, 29 Feb 2012 16:48:07 +0100</pubDate><category>JOGL2</category><category>GLSL</category><category>Fragment Shader</category><category>fractals</category><category>Orbit Trapping</category><category>mandelbrot</category></item><item><title>Another try in my “A fractal a day keeps the doctor...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/ZwdX1HFuhmQ?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Another try in my “A fractal a day keeps the doctor away!”-series. Code stays &lt;a href="http://copypastaresearch.tumblr.com/post/18078370198/back-when-doing-my-pc-4k-entry-for-the-revision"&gt;the same&lt;/a&gt;.&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18436415822</link><guid>http://copypastaresearch.tumblr.com/post/18436415822</guid><pubDate>Tue, 28 Feb 2012 14:56:03 +0100</pubDate><category>JOGL</category><category>GLSL</category><category>Fragment Shader</category><category>Mandelbrot</category><category>Orbit Trapping</category></item><item><title>Yet another fractal bitmap orbit trap variation. Setup- and...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/xN1qlO8PW0c?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Yet another fractal bitmap orbit trap variation. &lt;a href="http://copypastaresearch.tumblr.com/post/18078370198/back-when-doing-my-pc-4k-entry-for-the-revision"&gt;Setup- and shader-code stays the same&lt;/a&gt;, &lt;a href="http://copypastaresearch.tumblr.com/post/18137546877/a-fractal-orbit-trap-a-day-keeps-the-doctor-away"&gt;as before&lt;/a&gt; just varied the bitmap.&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18210429662</link><guid>http://copypastaresearch.tumblr.com/post/18210429662</guid><pubDate>Fri, 24 Feb 2012 23:36:49 +0100</pubDate><category>JOGL</category><category>GLSL</category><category>Fragment Shader</category><category>Mandelbrot</category><category>Orbit Trapping</category></item><item><title>A fractal orbit trap a day keeps the doctor away! … or stg...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/U_RI_hdWgTQ?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;A fractal orbit trap a day keeps the doctor away! … or stg like that. &lt;a href="http://copypastaresearch.tumblr.com/post/18078370198/back-when-doing-my-pc-4k-entry-for-the-revision"&gt;As promised before&lt;/a&gt; another orbit trap variation. Setup and shader code stays the same, only varied the bitmap.&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18137546877</link><guid>http://copypastaresearch.tumblr.com/post/18137546877</guid><pubDate>Thu, 23 Feb 2012 19:14:23 +0100</pubDate><category>JOGL</category><category>Mandelbrot</category><category>GLSL</category><category>Fragment Shader</category><category>Fractals</category><category>Orbit Trapping</category></item><item><title>Back when doing my PC 4k entry for the Revision 2011 I felt I...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/G79KtKOBr9Y?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Back when doing my &lt;a href="http://copypastaresearch.tumblr.com/post/6283491929/as-promised-before-heres-the-direct-1-1-jogl2"&gt;PC 4k entry for the Revision 2011&lt;/a&gt; I felt I only scratched the surface to what’s possible with &lt;a href="http://iquilezles.org/www/articles/ftrapsbitmap/ftrapsbitmap.htm"&gt;fractal bitmap orbit traps&lt;/a&gt;. So finally I got the time to revisit these beauties. This time a quite extended visit, so be prepared for a lot more videos in the coming weeks. The setup/init code on Github: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/src/jogamp/routine/jogl/programmablepipeline/GL3_FractalBitmapOrbitTrapping.java"&gt;GL3_FractalBitmapOrbitTrapping.java&lt;/a&gt; and the shader: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/fractalshaders/fractalbitmaporbittrapping.fs"&gt;.fs&lt;/a&gt;&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18078370198</link><guid>http://copypastaresearch.tumblr.com/post/18078370198</guid><pubDate>Wed, 22 Feb 2012 19:10:00 +0100</pubDate><category>GLSL</category><category>Fragment Shader</category><category>Fractal</category><category>Bitmap Orbit Trap</category><category>mandelbrot</category></item><item><title>Having recently bought a new GPU (ATI 6990M) it was time to test...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/FjK9a6b47A8?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Having recently bought a new GPU (ATI 6990M) it was time to test a quite cool feature I had to pass on for a while: double precision floating-point arithmetic (&lt;a href="http://www.opengl.org/registry/specs/ARB/gpu_shader_fp64.txt"&gt;GL_ARB_gpu_shader_fp64&lt;/a&gt;). So it was obviously time for &lt;a href="http://copypastaresearch.tumblr.com/post/1121383030/made-a-small-field-trip-into-the-world-of-fractals"&gt;another field trip&lt;/a&gt; into the world of fractals, and this time a really deep one. Code can be found here: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/src/jogamp/routine/jogl/programmablepipeline/GL4_Mandelbrot_DoublePrecision.java"&gt;GL4_Mandelbrot_DoublePrecision.java&lt;/a&gt; Shader code: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/fractalshaders/mandelbrot_doubleprecision.fs"&gt;.fs&lt;/a&gt;&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/18008133145</link><guid>http://copypastaresearch.tumblr.com/post/18008133145</guid><pubDate>Tue, 21 Feb 2012 14:30:00 +0100</pubDate><category>JOGL2</category><category>GLSL</category><category>Fractal</category><category>Mandelbrot</category><category>FP64</category><category>Double Precision</category></item><item><title>Upgrade to JOGL2.0 build #661</title><description>&lt;p&gt;Saying &amp;#8220;it has been a while&amp;#8221; since &lt;a href="http://copypastaresearch.tumblr.com/post/2623668982/upgrade-to-jogl2-0-build-266"&gt;my last upgrade of JOGL2&lt;/a&gt; would be putting it mildy .. anyway I finally won the struggle with procrastination and downed a new version today: &lt;a href="https://jogamp.org/chuck/job/jogl/661/"&gt;Build #661 (15.02.2012&amp;#160;14:00:11)&lt;/a&gt;. Tested all my current routines with the new build, and so far all seem to run flawlessly both on ATI and NVIDIA. Nice work there jogamp community! A minor downside is the never ending story with NEWT bugs wich is more than ever up2date (at least on Windows). So I guess I’ll have to spam bugzilla within the next few days …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/17985234521</link><guid>http://copypastaresearch.tumblr.com/post/17985234521</guid><pubDate>Tue, 21 Feb 2012 03:03:00 +0100</pubDate><category>JOG2</category><category>Upgrade</category><category>nice work</category><category>Minor Bugs</category><category>NEWT</category><category>build 661</category></item><item><title>Finished my post processing anti-aliasing evaluation and settled...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lswnptrMCD1qdsecho1_r1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Finished &lt;a href="http://copypastaresearch.tumblr.com/post/11101649574/continuing-with-my-experiments-regarding-anti"&gt;my post processing anti-aliasing evaluation&lt;/a&gt; and settled with a combination of &lt;a href="http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html"&gt;FXAA &lt;/a&gt;and &lt;a href="http://copypastaresearch.tumblr.com/post/1270735985/while-experimenting-with-glsl-based-fsaa-aka"&gt;2xFSAA&lt;/a&gt;. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/src/jogamp/routine/jogl/programmablepipeline/GL3_FXAA_Mandelbrot.java"&gt;GL3_FXAA_Mandelbrot.java&lt;/a&gt; and &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/src/jogamp/routine/jogl/programmablepipeline/GL3_FXAA_DisplayLists.java"&gt;GL3_FXAA_DisplayLists.java&lt;/a&gt;. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): &lt;a href="https://github.com/demoscenepassivist/SocialCoding/blob/master/code_demos_jogamp/shaders/fxaa.fs"&gt;.fs&lt;/a&gt;&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/11316341043</link><guid>http://copypastaresearch.tumblr.com/post/11316341043</guid><pubDate>Tue, 11 Oct 2011 16:17:00 +0200</pubDate><category>FXAA</category><category>post processing</category><category>anti aliasing</category><category>Fragment Shader</category><category>jogl</category></item><item><title>Continuing with my experiments regarding anti aliasing, I took a...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lsnh5b26Wa1qdsecho1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Continuing with my experiments regarding anti aliasing, I took a look at the idea of combining post-processing anti-aliasing (&lt;a href="http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html"&gt;FXAA&lt;/a&gt;) with &lt;a href="http://copypastaresearch.tumblr.com/post/1270735985/while-experimenting-with-glsl-based-fsaa-aka"&gt;super sampling&lt;/a&gt; &lt;a href="http://timothylottes.blogspot.com/2011/05/fxaa-3-status-update.html"&gt;as explained by Timothy Lottes&lt;/a&gt;. As the above picture clearly shows the results of 2xFSAA+FXAA line up somewhat between 2xFSAA and 4xFSAA at the cost of 2xFSAA (as FXAA is neglectable performance wise). JOGL2 port/implementation coming up shortly …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/11101649574</link><guid>http://copypastaresearch.tumblr.com/post/11101649574</guid><pubDate>Thu, 06 Oct 2011 17:17:00 +0200</pubDate><category>post processing</category><category>FXAA</category><category>Super Sampling</category><category>jogl</category><category>Fragment Shader</category></item><item><title>With the current rate post-processing antialiasing techniques...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lslesfOHg31qdsecho1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;With the current rate post-processing antialiasing techniques are invented my projection is that we will run out of four letter acronyms by the end of the year: &lt;a href="http://www.realtimerendering.com/blog/morphological-antialiasing/"&gt;MLAA&lt;/a&gt;, &lt;a href="http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html"&gt;FXAA&lt;/a&gt;, &lt;a href="http://www.geeks3d.com/20110129/sraa-subpixel-reconstruction-anti-aliasing-nvidias-reply-to-amds-mlaa/"&gt;SRAA&lt;/a&gt;, &lt;a href="http://www.geeks3d.com/20110313/gpaa-geometric-post-process-anti-aliasing/"&gt;GPAA&lt;/a&gt;, &lt;a href="http://www.gamedev.net/topic/580517-nfaa---a-post-process-anti-aliasing-filter-results-implementation-details/"&gt;NFAA&lt;/a&gt; (to name only a few). So I felt it was time to &lt;a href="http://copypastaresearch.tumblr.com/post/1270735985/while-experimenting-with-glsl-based-fsaa-aka"&gt;revisit the whole anti-aliasing problem&lt;/a&gt; and started with porting/evaluating FXAA. Looks promising, more to come …&lt;/p&gt;</description><link>http://copypastaresearch.tumblr.com/post/11058620045</link><guid>http://copypastaresearch.tumblr.com/post/11058620045</guid><pubDate>Wed, 05 Oct 2011 14:31:27 +0200</pubDate><category>postprocessing</category><category>anti aliasing</category><category>FXAA</category><category>jogl</category></item></channel></rss>

