Home > openGL, visual snapshots > Texturing complexity

Texturing complexity

One of my main interest is the possible bridge between cinematic experiences and complex system(physical simulation). The last months I have been doing sketches for those ideas. Some of them have been already implemented to the on-going projects. The next examples are more personal insights over the topic.

This example uses a series of vertices that are displaced using different numerical filters. The primitives for drawing are lines. Also, I was testing different ways to bind the texture to the vertices using shaders. I am wondering what would happen if I use this idea with FBO to create more complex effects(like depth of field). The original texture is a photo from the beautiful greek island of Kythira.

Same principle but using points as the primitives for drawing. The size of the points makes the cluster extremely dense. I applied a little bit of noise for filtering the vertices position.

detail:

Advertisements
Categories: openGL, visual snapshots
  1. No comments yet.
  1. No trackbacks yet.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: