3-Blog

A blog for 3D/2D engine enthusiasts, who want to get into graphics programming and who want to understand various mechanisms and techniques that take place in a 3D/2D engine pipeline. This blog is an account of my own learning experiences as I develop code.

Monday, March 7, 2011

Creating a "Bullet-time" Shader

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I spent last weekend putting together a shader that would give the impression of time slowing down - an effect that I recently found the nee...
Monday, October 18, 2010

Decomposing Affine Transforms

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There's no 'perfect' way to decompose a 4x4 affine transform matrix into its completely exact, initial component matrices (i.e.,...
Tuesday, September 21, 2010

Gaussian Blur Shader (GLSL)

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A Gaussian blur is one of the most useful post-processing techniques in graphics yet I somehow find myself hard pressed to find a good examp...
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Monday, November 24, 2008

Render-to-Texture and 2D Lookup Refraction

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This post will be a discussion on rendering to texture in OpenGL and using that texture in a shader to perform a pseudo-refraction on a 3D m...
Tuesday, June 17, 2008

Skyboxes

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The skybox (or dome, sphere, etc.) will play an important role in the game I'm building as it will serve to further immerse the player i...
Thursday, June 12, 2008

The Beginnings of a Game

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I recently started to put some serious work into a game, which I'll be calling "Biff! Bam!! Blammo?!!". The game is a glorifie...
Wednesday, July 4, 2007

Why multiply normals by the inverse transpose?

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This question has bugged me for a long time; I can do the math and figure it out but I've never seen the actual methodology behind it: T...
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Callum Hay
Toronto, Ontario, Canada
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