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Tags: 256B, Algorithms, Assembly, Demoscene, Software, Source code, Tutorial, Video As stated earlier, tiny intros written in assembly language fascinate me. I have written a few in x86 assembly language, here’s one of them. I have tried to make the inner workings of the program as accessible — or, at least as thought-provoking — as possible even if assembly wasn’t their weapon of choice. Read more...
Tags: Algorithms, Image retargeting I came up with a neat way to retarget images using a mesh that is transformed by rotating and doing an ortographic (non-perspective) projection. This is generally quite interesting since it can be done using a mesh and simple transformations and so can be done almost completely on the GPU. Even using a mesh can [...] Read more...
Tags: Algorithms, Collision detection, Game programming, OpenGL, Source code, Video games Here we describe a method for checking collisions between arbitrary objects drawn by the GPU. The objects are not limited to any shape, complexity or orientation. The objects that are checked for collisions can be the same objects that are drawn on the screen. The algorithm is pixel perfect but without further refining is limited to 2D collisions. Read more...
Tags: Algorithms, Artificial life, Fractals, Procedural generation, Programming, Video For the last few days, I have been working on a planet generator. I originally got the idea from the method how you can easily tessellate a sphere into triangles. Read more...
Tags: Algorithms, Image resizing, Image retargeting, Software, Source code Note: See below for the updated version. I saw this video of a SIGGRAPH paper about image retargeting (high res version here, read the paper here), that is rescaling an image so that the algorithm keeps the interesting areas intact and doesn’t squash everything. It’s called seam carving in the paper. The video made it [...] Read more...
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