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	<title>numb3r23</title>
	<atom:link href="http://www.numb3r23.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.numb3r23.net</link>
	<description>&#039;bout coding grafx &#38; more</description>
	<lastBuildDate>Tue, 21 May 2013 00:52:26 +0000</lastBuildDate>
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		<title>WebGL-Paccer (more three.js)</title>
		<link>http://www.numb3r23.net/2013/05/21/webgl-paccer-more-three-js/</link>
		<comments>http://www.numb3r23.net/2013/05/21/webgl-paccer-more-three-js/#comments</comments>
		<pubDate>Tue, 21 May 2013 00:52:26 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[WebGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=287</guid>
		<description><![CDATA[Here&#8217;s a little simplified version of a rather known game I&#8217;d like to call &#8220;WebGL-Paccer&#8221;. You play as a yellow ball, trying to eat all the dots before the enemy gets you. Yeah, that one. http://www.numb3r23.net/webGLex/paccer Even though it has a distinct &#8220;retro&#8221; look, I added an FXAA-aliasing and a bloom-filter to it. I tried [...]]]></description>
				<content:encoded><![CDATA[<p>Here&#8217;s a little simplified version of a rather known game I&#8217;d like to call &#8220;WebGL-Paccer&#8221;. You play as a yellow ball, trying to eat all the dots before the enemy gets you. Yeah, that one.</p>
<p><a href="http://www.numb3r23.net/webGLex/paccer" target="_blank"><img class="alignnone  wp-image-275" alt="WebGL-Paccer" src="http://www.numb3r23.net/wp-content/uploads/2013/05/Screen-Shot-2013-05-21-at-2.25.07-AM-1024x617.png" width="625" height="376" /></a></p>
<p><a href="http://www.numb3r23.net/webGLex/paccer" target="_blank">http://www.numb3r23.net/webGLex/paccer</a></p>
<p>Even though it has a distinct &#8220;retro&#8221; look, I added an FXAA-aliasing and a bloom-filter to it. I tried doing some dynamic cube-map for floor-reflections, but it didn&#8217;t fit the theme.</p>
<p>Maybe in an extended version could not only add more enemies (Blinky, Inky, Pinky, Clyde) but also some more fx. I loved Geometry wars, maybe some effects from them could fit in here&#8230;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>WebGL: three.js &amp; dat.gui.js</title>
		<link>http://www.numb3r23.net/2013/05/17/webgl-three-js-dat-gui-js/</link>
		<comments>http://www.numb3r23.net/2013/05/17/webgl-three-js-dat-gui-js/#comments</comments>
		<pubDate>Fri, 17 May 2013 17:38:57 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[WebGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=261</guid>
		<description><![CDATA[I&#8217;ve uploaded an updated WebGL demo I wrote some time ago. It shows a vertex displacement shader on simple models and applies some screen-space image filter (=fragment shaders) to it: http://numb3r23.net/webgl/vertexAndImages Here are selected screenshots: The effects implemented are: Vertex shader displacement TwoTone shading CEL-Shading Gaussian Blur Image Enhancement by unsharp masking the depthbuffer Gamma/Contrast/Brightness [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve uploaded an updated WebGL demo I wrote some time ago. It shows a vertex displacement shader on simple models and applies some screen-space image filter (=fragment shaders) to it:</p>
<p><a href="http://www.numb3r23.net/webGLex/vertexAndImages" target="_blank">http://numb3r23.net/webgl/vertexAndImages</a></p>
<p>Here are selected screenshots:</p>
<p><img class="alignnone size-medium wp-image-265" alt="Screen Shot 2013-05-17 at 7.03" src="http://www.numb3r23.net/wp-content/uploads/2013/05/Screen-Shot-2013-05-17-at-7.03-300x184.png" width="300" height="184" /><img class="alignnone size-medium wp-image-262" alt="Screen Shot 2013-05-17 at 7.07" src="http://www.numb3r23.net/wp-content/uploads/2013/05/Screen-Shot-2013-05-17-at-7.07-300x184.png" width="300" height="184" /></p>
<p><img class="alignnone size-medium wp-image-263" alt="Screen Shot 2013-05-17 at 7.04" src="http://www.numb3r23.net/wp-content/uploads/2013/05/Screen-Shot-2013-05-17-at-7.04-300x184.png" width="300" height="184" /><img class="alignnone size-medium wp-image-264" alt="Screen Shot 2013-05-17 at 7.06" src="http://www.numb3r23.net/wp-content/uploads/2013/05/Screen-Shot-2013-05-17-at-7.06-300x184.png" width="300" height="184" /></p>
<p>The effects implemented are:</p>
<ul>
<li>Vertex shader displacement</li>
<li><span style="line-height: 14px;">TwoTone shading</span></li>
<li>CEL-Shading</li>
<li>Gaussian Blur</li>
<li>Image Enhancement by unsharp masking the depthbuffer</li>
<li>Gamma/Contrast/Brightness adjustment</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Github: GLSL shader library</title>
		<link>http://www.numb3r23.net/2013/05/17/github-glsl-shader-library/</link>
		<comments>http://www.numb3r23.net/2013/05/17/github-glsl-shader-library/#comments</comments>
		<pubDate>Fri, 17 May 2013 13:48:43 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Github]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=256</guid>
		<description><![CDATA[Modern OpenGL relies heavily on GLSL shaders. They are needed for pretty much everything you draw. To ease the handling of shaders I&#8217;ve decided publish my shader-collection (well, part of it, for now) on github. The shaders are sorted by GLSL version (currently: version 1.5, webgl 1.0) and &#8220;purpose&#8221;. Their implementation is focused on readability, [...]]]></description>
				<content:encoded><![CDATA[<p>Modern OpenGL relies heavily on GLSL shaders. They are needed for pretty much everything you draw. To ease the handling of shaders I&#8217;ve decided publish my shader-collection (well, part of it, for now) on github. The shaders are sorted by GLSL version (currently: version 1.5, webgl 1.0) and &#8220;purpose&#8221;. Their implementation is focused on readability, not speed. Hence, they can be optimized quite heavily and be combined as well. Anyway, here&#8217;s the link:</p>
<p><a title="GLSL Shader Lib" href="https://github.com/numb3r23/GLSLShaderLib">https://github.com/numb3r23/GLSLShaderLib</a></p>
<p>I&#8217;m planning on continuously adding shaders.</p>
]]></content:encoded>
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		<item>
		<title>Github: OpenGL 3.2 core Render-library [cpp]</title>
		<link>http://www.numb3r23.net/2013/05/17/github-opengl-3-2-core-render-library-cpp/</link>
		<comments>http://www.numb3r23.net/2013/05/17/github-opengl-3-2-core-render-library-cpp/#comments</comments>
		<pubDate>Fri, 17 May 2013 13:30:18 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Github]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=253</guid>
		<description><![CDATA[I&#8217;ve shared parts of my rendering library on github: https://github.com/numb3r23/ScIll-library here&#8217;s a feature list: OpenGL 3.2 core profile rendering cpp, compiles with gcc &#38; VS 2010 cmake project-file focus on Imagefilters via GLSL fragment-shader Here&#8217;s a little code example on the usage: Of course it can do much more &#8211; load textures, load models, &#8230;]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve shared parts of my rendering library on github:</p>
<p><a title="SciIllLib" href="https://github.com/numb3r23/ScIll-library">https://github.com/numb3r23/ScIll-library</a></p>
<p>here&#8217;s a feature list:</p>
<ul>
<li><span style="line-height: 14px;">OpenGL 3.2 core profile rendering</span></li>
<li>cpp, compiles with gcc &amp; VS 2010</li>
<li>cmake project-file</li>
<li>focus on Imagefilters via GLSL fragment-shader</li>
</ul>
<p>Here&#8217;s a little code example on the usage:</p>
<pre class="brush: cpp; title: ; notranslate">
using namespace SciIllLib;

CFilter fltFXAA = new CFilter();
fltFXAA-&gt;LoadFragmentShader(&quot;res/glsl/filter/FXAA.frag&quot;);

SFilterEngine::ReGenerateTexture(&amp;m_rtScene, GL_FLOAT); SFilterEngine::ReGenerateTexture(&amp;m_rtFinal, GL_FLOAT);

SFilterEngine::PreRender(m_rtScene);
... render as usual ...
SFilterEngine::PostRender();

SFilterEngine::Apply(fltFXAA, m_rtScene, m_rtFinal);
SFilterEngine::ToScreen(fltDisplay, m_rtFinal);
</pre>
<p>Of course it can do much more &#8211; load textures, load models, &#8230;</p>
]]></content:encoded>
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		<item>
		<title>Video: Spectral rendering on the GPU &#8211; soap bubble!</title>
		<link>http://www.numb3r23.net/2013/04/03/video-spectral-rendering-on-the-gpu-soap-bubbles/</link>
		<comments>http://www.numb3r23.net/2013/04/03/video-spectral-rendering-on-the-gpu-soap-bubbles/#comments</comments>
		<pubDate>Wed, 03 Apr 2013 09:55:30 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Physically Based Rendering]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=232</guid>
		<description><![CDATA[I came up with an idea for a soap-bubble shader! More generally speaking it does dynamic thin-film interference of hollow convex two-sided objects in a deferred rendering configuration. In two passes front and back are rendered and the ray is traced through the object. To give you a better idea I screen-captured my demo-program and [...]]]></description>
				<content:encoded><![CDATA[<p>I came up with an idea for a soap-bubble shader!</p>
<p><a href="http://www.numb3r23.net/wp-content/uploads/2013/04/bubble.png"><img class="size-medium wp-image-233 aligncenter" alt="Two-sided soap bubble thin-film interference" src="http://www.numb3r23.net/wp-content/uploads/2013/04/bubble-300x261.png" width="300" height="261" /></a></p>
<p>More generally speaking it does dynamic thin-film interference of hollow convex two-sided objects in a deferred rendering configuration. In two passes front and back are rendered and the ray is traced through the object. To give you a better idea I screen-captured my demo-program and uploaded it:</p>
<p><iframe width="625" height="352" src="http://www.youtube.com/embed/sXLLn-gsqPk?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>As before all physical parameters of the shader can be changed at runtime (as seen in the above video). Bear in mind, that the program uses OpenGL 3.2 core and runs on my late iMac 2011 &#8211; it uses a Radeon 6960M, a mobile GPU.</p>
<p>The cube maps are from <a title="Emil Persson" href="http://twitter.com/_humus_" target="_blank">Emil Persson</a> and can be found at <a title="humus cube maps" href="http://www.humus.name/index.php?page=Textures" target="_blank">humus&#8217;s textures</a>. The head model is copyrighted to <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released">© I-R Entertainment Ltd.</a>, taken from <a title="Morgan McGuire" href="https://twitter.com/morgan3d" target="_blank">Morgan McGuire</a>&#8216;s <a title="McGuire's Graphics Data" href="http://graphics.cs.williams.edu/data/meshes.xml" target="_blank">Graphics Data</a>.</p>
]]></content:encoded>
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		<item>
		<title>Spectral Rendering on the GPU &#8211; now with bumps</title>
		<link>http://www.numb3r23.net/2013/03/26/spectral-rendering-on-the-gpu-now-with-bumps/</link>
		<comments>http://www.numb3r23.net/2013/03/26/spectral-rendering-on-the-gpu-now-with-bumps/#comments</comments>
		<pubDate>Tue, 26 Mar 2013 01:55:41 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Physically Based Rendering]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=205</guid>
		<description><![CDATA[My GLSL spectral rendering shader (here &#38; here) is now able to do some (environmental) bump-mapping. It does physical wavelength-based thinfilm interference with sampled SPD&#8216;s on the GPU in realtime. All parameters are adjustable at runtime. I&#8217;ve implemented five distinct &#8220;film-setups&#8221; that have different ways to interpret/change film thickness and normals of film and object [...]]]></description>
				<content:encoded><![CDATA[<p>My GLSL spectral rendering shader (<a title="wavelength-based thinfilm interference" href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/" target="_blank">here</a> &amp; <a title="Skybox from Screen-aligned quad + Cubemap" href="http://www.numb3r23.net/2012/12/26/skybox-from-screen-aligned-quad-cubemap/" target="_blank">here</a>) is now able to do some (environmental) bump-mapping. It does physical wavelength-based thinfilm interference with sampled <a title="Spectral Power Distribution (wiki)" href="http://en.wikipedia.org/wiki/Spectral_power_distribution" target="_blank">SPD</a>&#8216;s on the GPU in realtime. All parameters are adjustable at runtime. I&#8217;ve implemented five distinct &#8220;film-setups&#8221; that have different ways to interpret/change film thickness and normals of film and object surface. The setups are outlined in this sketch:</p>
<p><a href="http://www.numb3r23.net/wp-content/uploads/2013/03/setups_small.png"><img class="alignnone  wp-image-206" alt="setups_small" src="http://www.numb3r23.net/wp-content/uploads/2013/03/setups_small.png" width="800" height="124" /></a></p>
<p>Here&#8217;s a textual description:</p>
<ol>
<li><span style="line-height: 14px;">A simple film with constant thickness covers the object.</span></li>
<li>The surface of the object is &#8220;bumped&#8221; and the film has a constant thickness.</li>
<li>Both object and film use regular normals, but the thickness of the film varies. This is fake but looks nice:D.</li>
<li>The object remains unchanged while the film (thickness + normal) is bumped. Basically 3, but correct.</li>
<li>The object is bumped and the thickness is modulated such that the film&#8217;s surface is &#8220;flat&#8221;(like setup 1). The inverse scenario of 4.</li>
</ol>
<p>Finally some screenshots from the same angle and same film settings: refraction index=1.09, tilm-thickness:550-1170nm, CIE D65 light, silver material. The matte <a title="utah teapot" href="http://www.sjbaker.org/wiki/index.php?title=The_History_of_The_Teapot" target="_blank">utah teapot</a> is shown on the left, the shiny teapot on the right:</p>
<p><a href="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup1.png"><img class="alignnone  wp-image-208" alt="Teapot_Matte_Setup1" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup1-300x206.png" width="300" height="206" /></a> <img class="alignnone size-medium wp-image-213" alt="Teapot_Shiny_Setup1" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Shiny_Setup1-300x206.png" width="300" height="206" /><a href="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup2.png"><img class="alignnone size-medium wp-image-209" alt="Teapot_Matte_Setup2" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup2-300x206.png" width="300" height="206" /></a> <img class="alignnone size-medium wp-image-214" alt="Teapot_Shiny_Setup2" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Shiny_Setup2-300x206.png" width="300" height="206" /><a href="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup3.png"><img class="alignnone size-medium wp-image-210" alt="Teapot_Matte_Setup3" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup3-300x206.png" width="300" height="206" /></a> <img class="alignnone size-medium wp-image-215" alt="Teapot_Shiny_Setup3" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Shiny_Setup3-300x206.png" width="300" height="206" /><a href="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup4.png"><img class="alignnone size-medium wp-image-211" alt="Teapot_Matte_Setup4" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup4-300x206.png" width="300" height="206" /></a> <img class="alignnone size-medium wp-image-216" alt="Teapot_Shiny_Setup4" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Shiny_Setup4-300x206.png" width="300" height="206" /><a href="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup5.png"><img class="alignnone size-medium wp-image-212" alt="Teapot_Matte_Setup5" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Matte_Setup5-300x206.png" width="300" height="206" /></a> <a href="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Shiny_Setup5.png"><img class="alignnone size-medium wp-image-217" alt="Teapot_Shiny_Setup5" src="http://www.numb3r23.net/wp-content/uploads/2013/03/Teapot_Shiny_Setup5-300x206.png" width="300" height="206" /></a></p>
<p style="text-align: center;">(Click on image to enlarge)</p>
<p>I hope to be able to record a demo video soon (~ this week). While going through the sourcecode I also noticed that th<span style="line-height: 14px;">ere&#8217;s no dispersion as the refraction index is const. This should be easily adjustable, I just need some data. </span></p>
<p>Also, while the <a title="uffizi gallery (wiki)" href="http://en.wikipedia.org/wiki/Uffizi" target="_blank">uffizi gallery</a> is nice I&#8217;d like to try out some other cubemaps (m.be. from <a title="humus" href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a>) and some other models. Maybe a wobbling soapbubble?</p>
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		<item>
		<title>wavelength-based thinfilm interference</title>
		<link>http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/</link>
		<comments>http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/#comments</comments>
		<pubDate>Mon, 24 Dec 2012 01:35:07 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Physically Based Rendering]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[SpectralRendering]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=153</guid>
		<description><![CDATA[I managed to successfully port some cg shaders over to glsl, gave them a spring-cleaning and integrated them into an OpenGL 3.2 core renderer (yeah, OS X 10.8 if you have to ask &#8211; bummer). It is kinda &#8220;the real deal&#8221;: thinfilm interference evaluated per lambda with interactive refraction indices, light + material spectral power [...]]]></description>
				<content:encoded><![CDATA[<p>I managed to successfully port some cg shaders over to glsl, gave them a spring-cleaning and integrated them into an OpenGL 3.2 core renderer (yeah, OS X 10.8 if you have to ask &#8211; bummer). It is kinda &#8220;the real deal&#8221;: thinfilm interference evaluated per lambda with interactive refraction indices, light + material spectral power distributions and thickness. I might have more results soon, so far these images below have to do:</p>
<p><a href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/screen-shot-2012-12-24-at-2-21-20-am/" rel="attachment wp-att-156"><img src="http://www.numb3r23.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-24-at-2.21.20-AM-133x300.png" alt="Alien, smooth surface, film: 400nm" width="133" height="300" class="alignnone size-medium wp-image-156" /></a><a href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/screen-shot-2012-12-24-at-2-28-13-am/" rel="attachment wp-att-155"><img src="http://www.numb3r23.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-24-at-2.28.13-AM-132x300.png" alt="Alien, semi-rough surface, film: 340nm" width="132" height="300" class="alignnone size-medium wp-image-155" /></a><a href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/screen-shot-2012-12-24-at-2-25-50-am/" rel="attachment wp-att-154"><img src="http://www.numb3r23.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-24-at-2.25.50-AM-132x300.png" alt="Alien, rough surface, film: 430nm" width="132" height="300" class="alignnone size-medium wp-image-154" /></a></p>
<p>Besides I still have other work todo, writing down my ph.d thesis&#8230;</p>
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		<item>
		<title>SpectralLibrarian</title>
		<link>http://www.numb3r23.net/2012/12/24/spectrallibrarian/</link>
		<comments>http://www.numb3r23.net/2012/12/24/spectrallibrarian/#comments</comments>
		<pubDate>Mon, 24 Dec 2012 01:12:46 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Physically Based Rendering]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[github]]></category>
		<category><![CDATA[SpectralRendering]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=149</guid>
		<description><![CDATA[I just uploaded my SpectralLibrarian to github.com: https://github.com/numb3r23/SpectralLibrarian It&#8217;s written in C# and allows you to create, edit and manage spectral data. Spectras can be manually entered, imported from CSV, captured from an image, &#8230;. Libraries can be saved/loaded/exchanged Spectras can be put together in collections and stored into various filetypes Spectral points are interpreted [...]]]></description>
				<content:encoded><![CDATA[<p>I just uploaded my SpectralLibrarian to github.com:<br />
<a href="https://github.com/numb3r23/SpectralLibrarian" title="github.com/numb3r23/SpectralLibrarian" target="_blank">https://github.com/numb3r23/SpectralLibrarian</a></p>
<p>It&#8217;s written in C# and allows you to create, edit and manage spectral data.</p>
<ul>
<li><span style="line-height: 1.714285714; font-size: 1rem;">Spectras can be manually entered, imported from CSV, captured from an image, &#8230;.</span></li>
<li><span style="line-height: 1.714285714; font-size: 1rem;">Libraries can be saved/loaded/exchanged</span></li>
<li><span style="line-height: 1.714285714; font-size: 1rem;">Spectras can be put together in collections and stored into various filetypes</span></li>
<li><span style="line-height: 1.714285714; font-size: 1rem;">Spectral points are interpreted as peaks or as linear interpolation guides</span></li>
<li><span style="line-height: 1.714285714; font-size: 1rem;">Few lights &amp; material spectras are provided in data-subfolder</span></li>
</ul>
<p>I needed it for a spectral-rendering project to manage and export textures containing the spectral data.</p>
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		<title>libSOIL</title>
		<link>http://www.numb3r23.net/2012/12/22/libsoil/</link>
		<comments>http://www.numb3r23.net/2012/12/22/libsoil/#comments</comments>
		<pubDate>Sat, 22 Dec 2012 19:44:51 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=142</guid>
		<description><![CDATA[As I was working with libSOIL (https://github.com/smibarber/libSOIL for a mac makefile) an exception occured and I couldn&#8217;t load anything. Turns out, libSOIL is not OpenGL 3.2 core compatible. Main reason for this is the beautiful safety-net which I encountered in the function This mechanism can be found elsewhere too. As this specific feature is definitely [...]]]></description>
				<content:encoded><![CDATA[<p>As I was working with libSOIL (https://github.com/smibarber/libSOIL for a mac makefile) an exception occured and I couldn&#8217;t load anything. Turns out, libSOIL is not <strong>OpenGL 3.2 core</strong> compatible. Main reason for this is the beautiful safety-net which I encountered in the function</p>
<pre class="brush: cpp; title: ; notranslate">
int query_NPOT_capability( void ){
  ...
  if((NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), 
      &quot;GL_ARB_texture_non_power_of_two&quot;)){
  ...
</pre>
<p>This mechanism can be found elsewhere too. As this specific feature is definitely part of <strong>OpenGL 3.2 core</strong> the problem was easy to resolve (remove the check) and it works now as expected. Yay!</p>
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		<title>A GPU-based approach for scientific illustrations [3D-NordOst &#039;12]</title>
		<link>http://www.numb3r23.net/2012/12/19/a-gpu-based-approach-for-scientific-illustrations-3d-nordost-12/</link>
		<comments>http://www.numb3r23.net/2012/12/19/a-gpu-based-approach-for-scientific-illustrations-3d-nordost-12/#comments</comments>
		<pubDate>Wed, 19 Dec 2012 00:44:03 +0000</pubDate>
		<dc:creator>numb3r23</dc:creator>
				<category><![CDATA[NPR]]></category>
		<category><![CDATA[Publication]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Surface Reconstruction]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Paper]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=128</guid>
		<description><![CDATA[Title A GPU-based approach for scientific illustrations Abstract Scientific illustrations are used for centuries in several scientific domains to communicate an abstract theory and are still created manually. In this article we present a GPU-based illustration pipeline with which such illustrations can be created and rendered in an interactive process. This is achieved by combining [...]]]></description>
				<content:encoded><![CDATA[<p><strong>Title</strong><br />
A GPU-based approach for scientific illustrations</p>
<p><strong>Abstract</strong><br />
Scientific illustrations are used for centuries in several scientific domains to communicate an abstract theory and are still created manually. In this article we present a GPU-based illustration pipeline with which such illustrations can be created and rendered in an interactive process. This is achieved by combining current non-photorealistic-rendering algorithms with a manual abstraction mechanism and a layer-system to combine multiple techniques. The pipeline can be executed completely on the GPU.</p>
<p><strong>@</strong> 15. Anwendungsbezogener Workshop zur Erfassung, Modellierung, Verarbeitung und Auswertung von 3D-Daten, Berlin (2012)<br />
<a href="http://www.numb3r23.net/wp-content/uploads/2013/01/3DNordOst2012.bib">3DNordOst2012.bib</a></p>
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