GeeXLab
Current version: 0.45.1
>GeeXLab homepage

FurMark
Current version: 1.30.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.55.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.26.0.0
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.4
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples
 
Mesh Deformers with the GLSL

By Jerome Guinot aka 'JeGX' - jegx_AT_ozone3d(dot)net

Initial draft: June 1, 2006


[ Index ]

Introduction | Page 2 | Page 3 | Conclusion

�Next Page







1 - Introduction

2 - Surface Deformer

3 - Mesh Twister

4 - Conclusion

5 - References

6 - Downloads




1 - Introduction

This little tutorial can be seen as an add-on of the two following books: GPU Gems #1 and ShaderX3. Both books deal with real time shaders programming. More specifically, two articles, one in each book, are targeted:

  • GPU Gems #1: Deformers - chap. 42
  • ShaderX3: Deforming of Mesh Objects Using HLSL - chap. 1.3

Both books, which are part of my personal book-case, are simply fabulous and are, for us poor developers looking for the graphics Graal, an incredible source of inspiration and high-end techniques learning. However sometimes, some concepts tackled in these books are missing some ready-to-use examples and it's the case for both previous chapters.

It turns out that both chapters cover the topic of polygonal mesh deformation (or mesh-deformers). The aim of this article is just to provide ready-to-use source code for both chapters and not to enlarge on the mesh-deformers theory. For that, check out these books.

The new thing in this tutorial compared with all previous ones is the use, in addition to the Demoniak3D platform, of a little 3D engine especially developed for tutorials: the RaptorGL.

This engine, whose foundations are derived from the oZone3D engine, is a static C++/OpenGL library (for the moment). It is shipped with all source codes in order to clearly show how things really work. To sum up, each demo is released in two versions: the Hyperion one and the RaptorGL one [grunting...].

The OpenGL Shading Language will be used to implement all real time shaders used by the demos.

OpenGL.org





[ Index ]

Introduction | Page 2 | Page 3 | Conclusion

�Next Page





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
Page generated in 0.0019080638885498 seconds.