Category: coding Page 1 of 2

Line Integral Convolution (LIC) – Flow Field Vizualization

  Line Integral Convolution (LIC) is basically a very fancy name for “bluring along StreamLines”. Streamlines are the pathlines of particles following e.g. a flow field. In the…

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 – DevDemo

The algorithm and further details are described in my previous posting: GPU Flow Field Particles (FF/SDF, Collision, Cohesion, Obstacles)   The following are some screenshots of the DevDemo….

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…

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…

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….

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…

Skylight Renderer – Ambient Occlusion, Soft Shadows

  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….

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)…

OpenCL Pathtracing [1] ~ Realtime Renderer

  Pathtracer – OpenCL My Previous posts were about implementing a pathracer in Java. But the more features i implemented, the more time i had to wait, to…

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…

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…

Java shapeFile Reader

a Java/Processing Library for reading ESRI-ShapeFiles. download: https://github.com/diwi/diewald_shapeFileReader the images (made with Processing) show visualized GIS-data of Styria, http://www.gis.steiermark.at.   border offset, done with diewald_CV_kit.

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…