Posts Tagged: Howto

Advanced WebGL - Part 3: Irradiance Environment Map

Apr. 18, 2011
comments

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.

Advanced WebGL - Part 2: Sky Rendering

Apr. 13, 2011
comments

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.

Advanced WebGL - Part 1

Apr. 11, 2011
comments

WebGL is now enabled by default in both Firefox 4.0 and Chrome 10.0, so I thought I give it a try and see what I can get out of it. The goal was to render some simple terrain, nice looking sky and waving grass. In this part of the description I will give the overview of how that works.

Minecraft Like Rendering Experiments in OpenGL 4

Dec. 09, 2010
comments

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.

Verlet collision with impulse preservation

Nov. 29, 2010
comments

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.

OpenGL 4 Tessellation

Nov. 07, 2010
comments

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.

Hard Constraints, Easy Solutions

Sep. 01, 2010
comments

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.

Integration by Example - Euler vs Verlet vs Runge-Kutta

Aug. 28, 2010
comments

In this post I'm testing different integration methods for a gravity simulation. The results can be inspected interactively in the canvas tags that accompany each test. Hover with the mouse over the illustration to start its simulation or click the illustration to reset the simulation.

Geo programming with python and javascript

Aug. 27, 2010
comments

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.

html5 canvas and the flying dots

Aug. 22, 2010
comments

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.