erkaman
this is some flashy fluid simulations made using the techniques described in the article "Fast Fluid Dynamics Simulation on the GPU".
The code is minimalistic and is written in only ~1000LOC of C++, and uses only OpenGL and no frameworks whatsoever, so the code should be pretty readable.
Finally, note that the primary focus was on making flashy simulations, and not on physical realism.
A list of questions common when interviewing for a job as a Graphics Programmer
And also because I thought the literature about this out there wasn't really that readable, and I always think there is value in writing expository texts like this.
Show HN: An algorithm for smoothly filling holes in 3D meshes
Show HN: I implemented seamless copy and paste of images, and wrote a tutorial
In case the demo doesn't run, I have prepared a video of it here(https://www.youtube.com/watch?v=1bykYClXkRg)
This is a demo that implements laplacian deformation in Javascript. Laplacian deformation is a technique that allows you to deform an arbitrary mesh as if it were a cloth-like material. In the demo, you can grab handles on the mesh, and drag them. The vertices of the rest of the mesh are then smoothly updated, resulting in a deformation. The deformations produced by this technique tend to look natural, since the general shape of the mesh is preserved. This kind of technique is useful in 3D-modeling software.
Show HN: [WebGL Demo] Interactive Mesh Deformation in JavaScript
Show HN: A Minimal Code Example of Using Vulkan for Computations on the GPU
This is an implementation of Indirect Lighting using Reflective Shadow Maps(http://www.klayge.org/material/3_12/GI/rsm.pdf). This technique results in some nice color bleeding effects, which can be seen in the red glow on Lucy(statue) and the blue glow on the cute rabbit. This is light that has bounced from the colored walls.
The implementation details can be found in the repo: https://github.com/Erkaman/webgl-rsm#implementation-details
Show HN: [WebGL Demo] Indirect Lighting Using Reflective Shadow Maps
This is a cute little implementation of normal deferred shading. The focus of this implementation was readability and brevity, so that others can learn from the code. The entire renderer is only about 1400 lines of C++ code. Note that there are probably ways in which the implementation can be made faster, but such optimizations were not performed to keep things brief, and readable.
Show HN: I implemented Deferred Shading
I wanted to write this article because all the existing literature on this topic is pretty difficult, and I wanted to see if I could solve that issue by writing my own article about it. But as I was writing it, I discovered that this stuff is pretty damn hard to explain, and it made me sort of understand why all the existing literature is hard to read.
But my hope is that this article at least succeeds in explaining the intuition behind the technique. If there's anything that is not clear in the article, please ask here, and I will attempt to explain.