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Blog v3.0
This is now the 3rd iteration of this blog, the first was Google Sites (classic), which proved rather cumbersome, and has now been replaced with a “new and improved” version, but I no longer trust Google, I’m actively…
Jan 3, 2022
Rendering Volume Filling Triangles in OpenGL (with no buffers)
This is the promised follow-up to Rendering a Screen Covering Triangle in OpenGL (with no buffers), except this time the goal is to write a shader that accesses every location in a 3d texture (volume). We use the same screen covering trick as before to draw a triangle…
Aug 9, 2014
Rendering a Screen Covering Triangle in OpenGL (with no buffers)
This one…
Jun 14, 2014
Readings on physically-based rendering
Another nice collections of links and papers too valuable to lose among all my bookmarks. This time on physically-based rendering, put together by Kostas Anagnostou (@thin…
May 21, 2014
Bindless textures can “store”
I don't know how I missed this when Nvidia released
NV_bindless_texture
, I guess because all the samples I saw used bindless…
Aug 14, 2013
AtomicCounters & IndirectBufferCommands
I’ve made use of Atomic Counters and Indirect Buffers in the past, but always in the most straightforward manner. I.e. create a dedicated buffer for…
Jul 3, 2013
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
So, a lot has happened. I completed my Doctorate, almost moved to Norway, but then ended up moving to Canada instead (Victoria, BC). I now work for the Advanced Technology…
May 21, 2013
Fixed imageAtomicAverageRGBA8
So I fixed some issues I had in my previous implementation of
imageAtomicAverageRGBA8
, see the previous post (“GLSL Snippet: emulating running atomic average of colors using imageAtomicCompSwap”) for an explanation of what I got wrong. Reposting the corrected…
May 2, 2013
CUDA 5 and OpenGL Interop and Dynamic Parallelism
I seem to revisit this every time every time Nvidia releases a new version of of CUDA.
Apr 3, 2013
CUDA 5: Enabling Dynamic Parallelism
I finally got a GPU capable of dynamic parallelism, so I finally decided to mess around with CUDA 5. But I discovered a couple of configuration options that are required if…
Mar 23, 2013
Hybrid Computational Voxelization Using the Graphics Pipeline
Got a paper published in the Journal of Computer Graphics Techniques, see it here
Mar 18, 2013
Real-time voxelization demo
Video of a real-time voxel animation demo.
Feb 9, 2013
GLSL Snippet emulating running atomic average of colors using imageAtomicCompSwap
This is basically straight out of the [Crassin & Greene] chapter from the excellent OpenGL Insights book, which calculates a running average for a RGB voxel color and stores it into a RGBA8 texture (using the alpha component as an access count). But for whatever reason…
Feb 7, 2013
Writing to 3-components buffers using the image API in OpenGL
As I've describe in…
Aug 27, 2012
OpenGL 4.3 released
OpenGL 4.3 has just been released and almost instantly G-Truc (Christophe Riccio) posted another excellent of his excellent OpenGL reviews. Additionally Mike Bailey has already made…
Aug 6, 2012
OpenGL should support loading shader files
OpenGL’s shader system is purely string based. Just pass it a couple of strings worth of shader code, compile, link, and go.
Jul 18, 2012
Writing to 3D OpenGL textures in CUDA 4.1 with 3D surface writes
Edit:
For how this works in CUDA 5 see my new post CUDA 5 and OpenGL Interop and Dynamic Parallelism.
Dec 2, 2011
GLSL sign function
The GLSL sign function always seems a great way to remove some…
Feb 10, 2011
How to use CUDA 3.0’s new Graphics Interoperability API with OpenGL
It always bothered me that whenever I took a look at using CUDA in my graphics applications there didn’t seem to be an elegant…
Jan 12, 2010
OpenCV (and OpenGL)
So I started using OpenCV for my Computer Vision class, but I didn’t want to give up my OpenGL based framework, and since I had such a hard time finding any hints…
Oct 27, 2008
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