Advanced WebGL - Part 3: Irradiance Environment Map
In part 2 of this series I explained about how to get the sky. This entry is about how to compute an irradiance environment map from this cubemap.
In part 2 of this series I explained about how to get the sky. This entry is about how to compute an irradiance environment map from this cubemap.
In Part 1 of this howto, I introduced my demo. In this part I'm going to talk about how to make the sky. The demo also computes an irradiance map and applies it to the cube. I'm going to talk about this in Part 3.
Since all the excitement about Minecraft I wondered what nice rendering effects could be done in such a restricted environment. I have decided to pursue that avenue of research and a variety of techniques will be presented in the following article.
This article presents a system to integrate verlet physics collision with preservation of impulse. Normally verlet physics annihilates a lot of energy from a system, which makes it very stable but also quite unrealistic. Additionally simple methods of preserving impulse yield very unstable systems, a limitation which can be overcome by two steps of integration, one for at-rest acceleration canceling, and one with impulse preservation.
I bought a new graphics card which is OpenGL 4.1 compatible. And since tessellation is hot, this article explains how to use tessellation to LOD large terrains easily.
In the previous post about integration methods, I took a look at gravity integration. Gravity is a good example of a soft constraint. It does not impose hard limits to movement of bodies. But what if we need hard constraints, for instance like steel beams? The following post explains how to implement hard constraints.
As mentioned in a previous post, I built a widget using Google maps that tracks a friends journey using GPS logs. This post is about how to build such a widget.
The header of this page features a couple flying dots in the Grey strip. They are drawn using a html5 feature called "canvas". Canvas is pretty cool, it makes a lot of things possible for which you had to use flash previously. This post is about how this works including lots of code and math.