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The Geeks Of 3D

 
Mesh Deformers with the GLSL

By Jerome Guinot aka 'JeGX' - jegx_AT_ozone3d(dot)net

Initial draft: June 1, 2006


[ Index ]

Introduction | Page 2 | Page 3 | Conclusion

»Next Page







1 - Introduction

2 - Surface Deformer

3 - Mesh Twister

4 - Conclusion

5 - References

6 - Downloads




1 - Introduction

This little tutorial can be seen as an add-on of the two following books: GPU Gems #1 and ShaderX3. Both books deal with real time shaders programming. More specifically, two articles, one in each book, are targeted:

  • GPU Gems #1: Deformers - chap. 42
  • ShaderX3: Deforming of Mesh Objects Using HLSL - chap. 1.3

Both books, which are part of my personal book-case, are simply fabulous and are, for us poor developers looking for the graphics Graal, an incredible source of inspiration and high-end techniques learning. However sometimes, some concepts tackled in these books are missing some ready-to-use examples and it's the case for both previous chapters.

It turns out that both chapters cover the topic of polygonal mesh deformation (or mesh-deformers). The aim of this article is just to provide ready-to-use source code for both chapters and not to enlarge on the mesh-deformers theory. For that, check out these books.

The new thing in this tutorial compared with all previous ones is the use, in addition to the Demoniak3D platform, of a little 3D engine especially developed for tutorials: the RaptorGL.

This engine, whose foundations are derived from the oZone3D engine, is a static C++/OpenGL library (for the moment). It is shipped with all source codes in order to clearly show how things really work. To sum up, each demo is released in two versions: the Hyperion one and the RaptorGL one [grunting...].

The OpenGL Shading Language will be used to implement all real time shaders used by the demos.

OpenGL.org





[ Index ]

Introduction | Page 2 | Page 3 | Conclusion

»Next Page








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