
Skull, 40000 faces
The little download counter on my super secret world domination dashboard indicates that my thesis code implementations of rendering suggestive contours on 3d meshes has been downloaded over a hundred times. Which tickles my curiosity.
If you’re doing anything fun, serious, silly (or can’t get the damn thing to work at all) with any of my implementations, don’t hesitate to drop me a line. After shedding tears, sweat, blood and probably various other bodily fluids over those implementations during the last year, it would be great to see them ending up in something awesome.
I’ve bundled my thesis implementations and put them up for download on the thesis code page. The thesis text (and a small overview) can be downloaded from the thesis page itself.
I’d like to thank my promotor, suprvisors and readers for all their efforts, and hope my work and code will be useful for other NPR enthousiasts.
A quick and dirty way to render depthmaps. It requires two passes, so it’s not optimal.
I’ll be using this to pass a depthmap texture to a sobel edge detector (in GLSL) in order to draw contours by generating them in image-space. Other renders (normal-mapped, regular diffuse) will be tested too.
Please note that the proper way to do this is to use a FrameBuffer Object to render to, but since compatibility still is an issue (although they’ve been around since 2004), I’m still using the copyTexSubImage()-way. Mea culpa.
Code behind the cut.
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