Category: processing / JAVA Page 1 of 2

GPU Flow Field Particles – Performance Update

A couple of new improvements helped to speed things up a bit and also stabilize the simulation. In the previous version there was noticeable noise in regions of…

GPU Flow Field Particles (FF/SDF, Collision, Cohesion, Obstacles)

An experimental verlet particle system entirely on the GPU (GLSL) using Flow Fields/Distance Fields. Next to verlet integration, this includes some very efficient collision detection as well as…

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…

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…

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…

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…

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

    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…

Java Pathtracing [2] – Area Lights

  Area Lights My first rendered scene from the previous post was illuminated by a single pointlight. To be more flexible, i added the option to use area-lights…

Java Pathtracing [1] – first steps

  Photorealism – Global Illumination – Realtime Rendering In architecture an inevitable part of the design process is, to do visualizations of the project. So one sooner or…

Space Partitioning: Octree vs. BVH

Spatial Data Structures To reduce the ray-object intersection tests for raytracing a spatial data structure is needed. I started with an octree first, because it seemed to be…

DataVis – REGIONALE12

Faktum ist – Murauer Bestandsaufnahmen. REGIONALE12 | HDA Graz | 13.06.2012 – 05.08.2012 by Thomas Diewald, Jacob Wegerer     Visualisierung statistischer Daten der Steiermark auf Bezirks- und…

Kinect – OpenGL

  Get the Flash Player to see this content.   the video/images show a quick kinect-demo using OpenGL for rendering. the pointcloud is easy to generate, and is…

Processing Library – diewald_MD3 (Quake3)

Processing Library – diewald_MD3 main project page (download): http://thomasdiewald.com/processing/libraries/diewald_MD3/ github repository: https://github.com/diwi/diewald_MD3   A processing library for loading/editing Quake3-Models (players, weapons, animations, textures, …). Quake3-Models are saved as…

PS3Eye Java/Processing Library

(Update  2017) Download + Wiki: https://github.com/diwi/PS3Eye Website: http://thomasdiewald.com/processing/libraries/PS3Eye/       (the Following – old Library – is deprecated and is should no longer be used) Processing Library…

Processing Tool – TabManager

  TabManager is a processing tool, that lists the PDE-Tabs (sketchcodes) vertically in a separate window. download: http://thomasdiewald.com/processing/tools/TabManager/ The tabs order/position/color/height is customizable by some simple style-settings in…

Processing Library – Computer Vision – diewald_CV_kit

Processing Computer Vision Library – diewald_CV_kit main project page (download): http://thomasdiewald.com/processing/libraries/diewald_CV_kit/ github repository: https://github.com/diwi/diewald_CV_kit processing forum http://forum.processing.org/topic/processing-cv-library-diewald-cv-kit     online examples: http://www.openprocessing.org/visuals/?visualID=35858 http://www.openprocessing.org/visuals/?visualID=35859 this library contains tools that…

PROJECTION [3] Shaderized

this is the “extension-post” for PROJECTION [2]. new experiments with shaders, for speed improvement as well as a better visual output, and other (new)  enhanced possibilities (realtime shading,…

PROJECTION [2]

    collaboration: jacob wegerer, thomas diewald title: infoTERRAIN date: august, 2010  – the whole project was done within 5 weeks. (25 hours/day) software: processing description: projection of…

Recursive Tree

date: 2010 recursive tree – done in processing online applet: http://www.openprocessing.org/visuals/?visualID=16255

Processing Library – Fluid Simulation

  PixelFlow Library main project page: http://thomasdiewald.com/processing/libraries/diewald_fluid/ github repository: https://github.com/diwi/diewald_fluid processing forum http://forum.processing.org/topic/fluid-library-diewald-fluid this library is made for simulating fluids in realtime. the simulation can be done in…

Grasshopper – Processing – UDP

date: november 2010 UDP-connection between grasshopper and processing. while modelling in Rhino, grasshopper captures your work, and sends the surface-data per UDP to Processing. edit: the streamed model…

Math in Geometry and Architecture

the following images are header-images, i once did for another wordpress blog (hence the widescreen format). the models are done in k3dSurf, TopMod, processing, … and rendered in…

Hilbert Curve – Script

MAYA/MEL mel: hilbert_2D+3D_diewald.zip       JAVA hilbert curve 2d: http://www.openprocessing.org/visuals/?visualID=15493 hilbert curve 3d: http://www.openprocessing.org/visuals/?visualID=15599 hilbert curve 3d: http://www.openprocessing.org/visuals/?visualID=49692 (new version) CODE: recursion //——————————————————— // thomas diewald //…

Processing Library – Kinect

main project page: http://thomasdiewald.at/processing/libraries/dLibs_freenect/ github repository: https://github.com/diwi/dLibs processing forum http://forum.processing.org/topic/kinect-library-dlibs-freenect       have a look at the README for use and installation: ———————————————————————————————————— – this library is…

PS3_Eye – IR_Tracking

dismounting of the IR-Filter of the Sony PS3-Eye camera tracking another tracking test with an IR-Lamp   building an IR-Led-Cluster Led: I (Flussstrom) = 50 mA U (Flussspannung)…

PROJECTION [1]

date: 2010 collaboration: institut für architektur und medien (institute of architecture and media) at the tu-graz title: augmented styria desk software: processing description: projection of data-visualizations onto a…

Processing Library – Barcode

  main project page: http://thomasdiewald.at/processing/libraries/diewald_barcode/ github repository: https://github.com/diwi/diewald_barcode processing forum http://forum.processing.org/topic/barcode-library-diewald-barcode online applet (made from the old library-version): http://www.openprocessing.org/visuals/?visualID=12942 ——————————————————————————– this library is made decoding/encoding barcodes. its basically…