This post is about a system we devised and set up at home for me to be able to reject all the annoying phone calls I receive during the day from my laptop, without having to go pick up the phone. If you are also working from home like I do you might find this hack useful. 😀
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.
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!
To create a GBM buffer you first need to create a drm device and then use its device descriptor to create a gbm device. To do this under X you need a way to tell xserver which device you use to avoid permission issues. Here’s an example where I create a gbm buffer under X and then authenticate to the X server: