Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
Awesome! Just as last year @twbompo ported my PC 4k entry for Revision 2012 ‘Hartverdrahtet’ to WebGL (using libgdx). Nice Job! The port is available here. It’s always encouraging to see that it actually pays off opensourcing ur stuff :)
And here we go with another one in the series …
And another one in the Julia-Set fractal bitmap orbit trapping series …
The logical consequence of my last six postings: Julia-set fractal bitmap orbit traps. Same codebase as the last six times ofcourse …
Overview of over ~40 different bitmap variations for my fractal bitmap orbit trapping fragment shader. Guess I’m ready for some new stuff here, so next up: julia-set fractal bitmap orbit trapping :)
Another try in my “A fractal a day keeps the doctor away!”-series. Code stays the same.
Yet another fractal bitmap orbit trap variation. Setup- and shader-code stays the same, as before just varied the bitmap.
A fractal orbit trap a day keeps the doctor away! … or stg like that. As promised before another orbit trap variation. Setup and shader code stays the same, only varied the bitmap.
Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): .fs
Continuing with my experiments regarding anti aliasing, I took a look at the idea of combining post-processing anti-aliasing (FXAA) with super sampling as explained by Timothy Lottes. 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 …
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: MLAA, FXAA, SRAA, GPAA, NFAA (to name only a few). So I felt it was time to revisit the whole anti-aliasing problem and started with porting/evaluating FXAA. Looks promising, more to come …
My eighth (first, second, third, fourth, fifth, sixth and seventh) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My seventh (first, second, third, fourth,fifth and sixth) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My sixth (first, second, third, fourth and fifth) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My fifth (first, second, third and fourth) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
NIGHTNIGHT by DEDDY