Space Syntax – Realtime Global Features (Mean Distance, Visibility Integration, …)

This post is about two, respectively four, new global Space Syntax Measure I have worked on recently. Distance, Mean Distance Turns, Mean Turns (aka. Visual Step Depth, Visibility…

GPU FlowField Pathfinding

    This is take two on global distance field Pathfinding. I could improve the previous version a lot in terms of performance and quality. The technique changed…

Random Walk Pathfinding – A Global Distance Field

There are already a couple of well tested and approved pathfinding algorithms available. My current approach is a bit different and is based on my recent 2D Global…

Space Syntax – Isovists

  This is a quick extension to the previous post. The isovists are computed in realtime by sampling a huge mount of directions in parallel at each location…

Space Syntax – Realtime Local Features (Isovist, Axis, Radials, …)

  A while ago I experimented with 3D SpaceSyntax and efficient computation of 3D isovists and other local properties like signed distance volume voxels, etc… . It was…

3D Global Line Radiosity – Test Scenes

Two testscenes for showing the pros and cons of this technique. The application computes Global Illumination, using Global Line Radiosity Realtime Global Line Radiosity Scenes The outdoorscene (enabled…

Realtime 2D Radiosity – Comparing to 3D, Part 3

This post shows a quick comparison of my latest 2D radiosity renderer and my original 3D renderer. Both implementations are GLSL implementations of Global Line Radiosity (more or…

Realtime 2D Radiosity – Tests, Part 2

Some further improvements of quality and performance. Also SMAA (Enhanced Subpixel Morphological Antialiasing ) is now enabled by default. LiquidFun, Box2D simulation + Realtime Radiosity     Cornell…

LiquidFunProcessing – A Box2d/LiquidFun Library for Processing

LiquidFunProcessing is a Box2D/LiquidFun Library for Processing. It is optimized for generating and rendering particle based fluid simulations and rigid body simulation using jBox2D/LiquidFun v2.3.0+ in Processing 3.x….

Rigid Body Simulation – Dynamic Fracturing

  Another rigid-body simulation experiment. Here i am playing around with dynamically fracturing scene objects into smaller parts, that can either cause other objects to shatter or break…

Rigid Body – Menger Sponge

  A Rigid-Body experiment done in Processing3 and some libraries: PeasyCam, by Jonathan Feinberg, http://mrfeinberg.com/peasycam bRigid (jBullet), by Daniel Koehler, http://www.lab-eds.org/bRigid HE_Mesh, by Frederik Vanhoutte, https://github.com/wblut/HE_Mesh PixelFlow, by…

Rigid Body Simulation – Cell Fracture

Cell Fracture …. A Rigid-Body experiment from the weekend, done in Processing3 and some libraries: PeasyCam, by Jonathan Feinberg, http://mrfeinberg.com/peasycam bRigid (jBullet), by Daniel Koehler, http://www.lab-eds.org/bRigid HE_Mesh, by…

Rigid Body Simulation – Tower Demolition

Tower Demoliton …. A Rigid-Body experiment from the weekend, done in Processing3 and some libraries: PeasyCam, by Jonathan Feinberg, http://mrfeinberg.com/peasycam bRigid (jBullet), by Daniel Koehler, http://www.lab-eds.org/bRigid PixelFlow, by…

Realtime 2D Radiosity – Global Illumination for 2D Scenes

This post is about a new algorithm I have been working on to compute Global Illumination in realtime for 2D scenes. The Algorithm is based on the idea…

Rigid Origami Simulation – Skylight / Structure

  The Folding-Models are a composition of several modular patches with an underlying System of connected Nodes (Particles, Springs).     The Springs as well as the Particles…

Processing Skylight Renderer

  The Skylight Renderer is a new Module for the PixelFlow Library (https://github.com/diwi/PixelFlow). It can be applied onto any existing Processing Sketch (P3D) with only a few extra…

Rigid Origami Simulation – David Huffman

In this second post about rigid origami simulation I tested models of David Huffman. While searching for interesting crease-patterns Ron Resch did, i stumbled across this great paper:…

Rigid Origami Simulation – Ron Resch

Rigid Origami, or Rigid Folding, has been a fascinating topic for me for quite some time. A couple of years back i worked on a real-life model using…

SoftBody Dynamics

  While working out some PixelFlow Demos, i needed some simple (CPU-based for the moment) particle systems which is able to solve collisions and constraints. What started as…

Optical Flow

To enhance the possibilities to apply external velocity to the fluid solver, PixelFlow contains an optical flow module. Based on the idea of simple frame-differencing (image1 – image2),…

Fluid Dynamics

The Fluid Simulation Algorithm used in Pixelflow is based on Jos Stam’s paper Real-Time Fluid Dynamics for Games. A very detailed article for a GPU-Version can be found…

Processing Library – PixelFlow

PixelFlow is a new Processing Library i’ve been working on lately. Its focus is on physics simulation, computergraphics and computervision, GLSL, basically things I am interested in. Current…

Spatial Analysis in 3D – Space Syntax

  Space Syntax dates back to the 70’s and is used for analysing connectivity, opennes, visibility and flow of spatial configurations. Popular applications are e.g. floor-plans of museums,…

Realtime Global Line Radiosity

This post is about my new radiosity based global illumination renderer.   Global Line Radiosity First, there are a few different names in use for more or less…

Distance Transform

  Distance Transform   This post is about a short comparison of 3 similar distance transform algorithms. CDT – Chamfer Distance Transform DRA – Dead Reckoning Algorithm DDT…

Triangle Texture Atlas

Texture Atlas To store unique information per triangle, e.g. lightmaps, you may need to create a texture atlas. This is my first attempt to create one by myself….

Convex Hull 3D – Quickhull Algorithm

    Quickhull Algorithm A fast and quite simple algorithm to create a convex hull of a huge number of 3d points is the quickhull algorithm. Here’s an…

Space Partitioning: Kd-Tree [2] – using WebGL

  Kd-Tree Nearest Neighbor Search – WebGL Shader This post will be second part of my kd-tree research. I’m going to discuss the the kd-tree nearest neighbor search…

Space Partitioning: Kd-Tree

    Kd-Tree Another test on space-partitioning, using a Kd-Tree for fast nearest-neighbor-search (NNS). the building of the tree is done in a view lines of code: a…

OpenCL Pathtracing [2] – dynamic sunlight

  download: OpenCL_Pathtracer_Diewald.zip (24.05.2013) … a few notes … It’s an Java application using JOCL and JOGL. controls   LMB: rotate camera (orbit)   MMB: move camera (pan)…