The video mostly shows the behavior of some GL calls and operations with and without the patches that improve the emulation of the ETC/EAC formats on Gen7 GPUs. The same programs run first with the previous ETC/EAC emulation (upper terminal) and then with the new one (lower terminal).
Hair rendering and simulation can be challenging, especially in real-time. There are many sophisticated algorithms for it (based on particle systems, hair mesh simulation, mass-spring systems and more) that can give very good results. But in this post, I will try to explain a simple and somehow hacky approach I followed in my first attempt to simulate hair (the mohawk hair of the video below) using a mass-spring system.
There are several methods to create and display a terrain, in real-time. In this post, I will explain the approach I followed on the demo I’m writing for my work at Igalia. Some work is still in progress.
The terrain had to meet the following requirements:
its size should be arbitrary
parts outside the viewer’s field of view should be culled
Today, I experimented with the linux kernel modules for the first time and I’ve written a simple module that prints a message (helloworld :P) every time that someone reads from the /dev/ktest (a custom character device) and counts how many times the device was opened for reading.
So far, I hadn’t try to morph 3D objects to other 3D objects and I thought it’s something tricky to do. Today, I realized how simple and easy it is when I wrote this small test:
If you carefully choose the 3D models to have the same number of polygons, and to meet a few topological requirements, then you only need to interpolate the values of the meshes’ vectors, normals (and materials, textures, whatever you need) and draw the intermediate mesh every time. As interpolation parameter you can choose the values of a positive function that varies from 0 to 1 and backwards (I used (sin(msecs/factor) + 1)/2) to have that continuously changing effect. And that’s all!
A few weeks ago, I started a minimal window system, which performs software rendering on the linux /dev/fb0. My aim was to learn some systems programming and familiarize myself with concepts like event and device handling, memory management, window management, drawing on the framebuffer, IPC mechanisms etc (and certainly not to create a full linux window system! :)p) I call the program winnie and the code is available on github here: https://github.com/hikiko/winnie/tree/winnie.clients-as-plugins, https://github.com/hikiko/winnie and lp.
The program is not finished yet and I don’t know if I ever finish it, since I came up with new project ideas again.. Nevertheless, you can see some videos of the development stages below if you are interested (most recent first):