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	<title>Don&#039;t Panic - Jeroen Baert&#039;s Blog &#187; glsl</title>
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	<link>http://forceflow.ulyssis.be</link>
	<description>It&#039;s too late for the government to train me as a secret weapon.</description>
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		<title>Thesis text and code</title>
		<link>http://forceflow.ulyssis.be/2010/07/20/thesis-text-and-code/</link>
		<comments>http://forceflow.ulyssis.be/2010/07/20/thesis-text-and-code/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 01:39:41 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[suggestive contours]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1455</guid>
		<description><![CDATA[I&#8217;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&#8217;d like to thank my promotor, suprvisors and readers for all their efforts, and hope my work and code will be useful for other <a href='http://forceflow.ulyssis.be/2010/07/20/thesis-text-and-code/'>[...]</a>]]></description>
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		<slash:comments>5</slash:comments>
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		<title>Contour and Valley detection using GLSL</title>
		<link>http://forceflow.ulyssis.be/2010/04/14/contour-and-valley-detection-using-glsl/</link>
		<comments>http://forceflow.ulyssis.be/2010/04/14/contour-and-valley-detection-using-glsl/#comments</comments>
		<pubDate>Wed, 14 Apr 2010 21:12:54 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1307</guid>
		<description><![CDATA[Today, I managed to perform contour/suggestive contour rendering in imagespace &#8211; thus working on a rendered diffuse shaded image. After using the Sobel edge detection filter  to detect regular contours, I looked for an efficient algorithm to detect valleys and creases, in order to draw suggestive contours as well. As the original paper from D. <a href='http://forceflow.ulyssis.be/2010/04/14/contour-and-valley-detection-using-glsl/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>VBO Win</title>
		<link>http://forceflow.ulyssis.be/2010/04/12/vbo-win/</link>
		<comments>http://forceflow.ulyssis.be/2010/04/12/vbo-win/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 18:42:26 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1298</guid>
		<description><![CDATA[Using Vertex Buffer Objects to transfer my mesh data (vertices, normals, curvatures) directly into GPU memory using STATIC_DRAW_ARB pointers just tripled the performance of my GLSL shader implementation. Running a heavy model (+300k vertices) drawn with contours and suggestive contours at 24 fps, average.]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thesis status february</title>
		<link>http://forceflow.ulyssis.be/2010/03/04/thesis-status-february/</link>
		<comments>http://forceflow.ulyssis.be/2010/03/04/thesis-status-february/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 21:05:09 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1202</guid>
		<description><![CDATA[The presentation i&#8217;ll be giving tomorrow]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>GLSL Shader Results</title>
		<link>http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 16:35:44 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1185</guid>
		<description><![CDATA[After squashing a rather nasty bug this morning (GLSL shader memory alloc is tricky), I made some renders to demonstrate the algorithm. The algorithm is an object-space algorithm.  This has some implications: Operations are performed with direct vertex info. No intermediate rendering+signal filtering is done. Rendering it on the GPU makes it hard to control <a href='http://forceflow.ulyssis.be/2010/02/22/glsl-shader-results/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Thesis blooper</title>
		<link>http://forceflow.ulyssis.be/2010/02/22/thesis-blooper/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/22/thesis-blooper/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 10:59:36 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1181</guid>
		<description><![CDATA[I don&#8217;t know what just happened to my shader, but this sure looks funky.]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Image Space Oddity</title>
		<link>http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 19:59:22 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[contours]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1169</guid>
		<description><![CDATA[I&#8217;ve been trying to work out a good CPU-accelerated version the my suggestive contours algorithm during the last few weeks, and after working through some technical difficulties, I managed to compute and draw regular contour lines this afternoon: Hard to see? I know,  it looks craptastic. But after an afternoon of reading tutorials, bulletin boards <a href='http://forceflow.ulyssis.be/2010/02/20/image-space-oddity/'>[...]</a>]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>First working GLSL Shader</title>
		<link>http://forceflow.ulyssis.be/2010/02/08/working-glsl-shader/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/08/working-glsl-shader/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 22:45:42 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[thesis]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1154</guid>
		<description><![CDATA[Today I rewrote parts of Trimesh2&#8242;s Mesh Viewer to work with GLSL-shaders. I implemented a simple cartoon shader. This is still pretty basic, since it doesn&#8217;t involve sending information back and forth between OpenGL and the shader. Still, here is the result.]]></description>
		<wfw:commentRss>http://forceflow.ulyssis.be/2010/02/08/working-glsl-shader/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLSL Shader IDE&#8217;s</title>
		<link>http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/</link>
		<comments>http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/#comments</comments>
		<pubDate>Sat, 06 Feb 2010 23:05:43 +0000</pubDate>
		<dc:creator>Jeroen</dc:creator>
				<category><![CDATA[thesis]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://forceflow.ulyssis.be/?p=1145</guid>
		<description><![CDATA[Because my current Suggestive Contours/Suggestive Highlights implementation is written using OpenGL calls for rendering, it was best to start work on the vertex/fragment shaders for a GPU implementation in the OpenGL shading language (GLSL). This would reduce OS/Platform dependency too. Another option was using Nvidia&#8217;s Cg, which claims to be compatible with an OpenGL renderer <a href='http://forceflow.ulyssis.be/2010/02/07/glsl-shader-ides/'>[...]</a>]]></description>
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		<slash:comments>0</slash:comments>
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