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Quarantine Engine

Quarantine Engine is videogame engine that I started to develop during the Covid quarantine in Spain. I started the project in March 2020 and until today, it’s currently being developed and improved. The goal of this project is to continue improving my skills with 3D graphics APIs. It’s currently developed on OpenGL 4.2, although inSigue leyendo «Quarantine Engine»

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Fast and Cheap Subsurface Scattering

Introduction El scattering es un fenómeno que podemos observar en los medios participativos, ejemplos son la piel humana o la leche. Ver Figura 1. En el caso del subsurface scattering, son efectos a escala muy pequeña que otorgan un increíble nivel de realismo a nuestros modelos 3D. El hecho de simular estos efectos en realSigue leyendo «Fast and Cheap Subsurface Scattering»

Color Interpolation in Gradient Meshes

Introduction Gradient meshes are an industry standard and, therefore, they are found in the specifications of the Adobe PDF format and in the SVG2 open source format. For the color interpolation in a gradient mesh, the orientation of the curves in each node is required, in this way scenes that can become photorealistic are obtainedSigue leyendo «Color Interpolation in Gradient Meshes»

Surfaces and Parametric Curves in Vector Graphics

Introduction Commonly, when we talk about 2D graphics we mean raster graphics, typical images described with a pixels grid. These kind of images are the best known, but they aren’t the only ones used today. Vector images are also found, which are defined by a set of primitives that can be described as concrete mathematicalSigue leyendo «Surfaces and Parametric Curves in Vector Graphics»

Inverse Distance Weighting

Abstract In this post, I want to show you how works the Inverse Distance Weighting (IDW). This color interpolation method is used to visualize elevation, temperature, humidity data, among other examples. The main idea of this deterministic method is compute unknown values with the inteporlation of known values. Interpolation The interpolation is a method thatSigue leyendo «Inverse Distance Weighting»

A Gaussian Blur Material

Abstract In this post I want to show you how to make a Blurry Water Shader. This is a vertex-fragment shader. And how you can imagine, I use different passes to obtain this effect. Well, It’s not the most efficient shader, but I think that It’s a good example to learn a little about theSigue leyendo «A Gaussian Blur Material»