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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.


Categories: openGL, visual snapshots
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