Old 25th February 2013, 11:39   #161
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Shadertoy is officially released!

https://www.shadertoy.com/

start with an audio-sensitive example here: https://www.shadertoy.com/view/Xds3Rr
and check out the gallery: https://www.shadertoy.com/browse
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Old 10th June 2013, 19:48   #162
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I gave a talk about Milkdrop and WebGL before this huge 8 meter HD screen at the FMX2013 in April and among a bunch of other nice guys, I've met Simo who introduced his music visualization gagdet The APEXvj 2.0 - http://www.apexvj.com/kaksi/player?s=83087605
There are smartphone apps for iPhone and Android available and it's written in the language Uno by http://www.outracks.com/
I've seen some fragments from the syntax and Simo describes it a little bit like C# himself. I'd say JSON too and it has seemless integration for glsl shader code for OpenGL ES2.0 which is also the basis for WebGL.

I haven't heard of any streaming yet but there certainly was a camera. I'm not sure if I'd like everyone to watch my humble slack anyway but here is my slide deck: http://cake23.de/fmx/
In a haste, i went through mostly all of my effects, put them in my latest template at the time and presented them on a Radeon HD7970M in full HD. Each one uses an otherwise quite large 2048x1024 texture (feedback loop) and comes as standalone html file with everything embedded. If you need to reduce the buffer sizes you should be able to find the sizeX/sizeY variable in the js source and I think it's also fairly documented.
The real work is done in the rather small fragment shader programs advance and composite which you should know from warp and composite in Milkdrop.
On the very last slide is a link to a zip file that contains all the files.

It was really nice to meet the author of this blog and this article in particular: http://www.wblut.com/2011/07/13/mcca...ing-of-beauty/
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Old 20th June 2013, 06:42   #163
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amazing thanks for those connections, a fine resource.

here's a new way of seeing things:
https://www.youtube.com/watch?v=rEUx...z8m-8O6YbmCvCZ
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Old 30th June 2013, 22:12   #164
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two forces:



I have finally bought a new PC now. It's a 4th generation Intel Core i7 4770K with Haswell architecture with the new AVX2 Advanced Vector Extensions instructions, and the HD4600 graphics as system on a chip. 20 shaders boost all default Milkdrop presets and even the computationally heavier ones by Martin to constant 60 frames per second on my 1920x1200 26". I don't even have a graphics card in the PC yet. The system has a shared a 32 GB DDR3-2400 memory. The graphics cores run from 600 to 1250 MHz and maybe 1200 would be optimal to be synced with the memory, or i could overclock the RAM... no need for it anyway. From the OpenCL performance i hoped for more than a factor 5 times slower framerate for a Conway's Game Of Life Kernel compared to my admittedly well-powered notebook. I took the original source from the Aparapi code examples in Java and placed it in a Processing sketch context to display the state of the asynchronous ping-ping buffer. Using only a single Java thread it runs runs at around 150 fps, and with the OpenCL code compiled from the previously compiled Java byte code, it goes up to 1160 fps (not yet optimized). The mobile Radeon HD7970M can get over 5k there.
Download the Eclipse project here: http://www.mediafire.com/?ktdi5oj36lfqrjl
150 lines of Java code, thanks to the AMD translator

My latest WebGL experiments that i started on the notebook certainly push it to the limit, and the Intel graphics hardly stays above the 24 fps here: http://cake23.de/turing-fluid-partic...-feedback.html
I will have to add a discrete GPU with a fair amount of RAM at some point too again.
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Old 25th August 2013, 08:55   #165
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this is a psymatics emulator that imitates reflections of waves in a pond and sound in a metal plate: press j and m keys:

https://dl.dropboxusercontent.com/u/114667999/Public.html>https://dl.dropboxusercontent.com/u/...99/Public.html
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Old 30th March 2014, 00:24   #166
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http://www.dataisnature.com/?p=1919
use of Alan Turing’s reaction diffusion equations to generate rich textural morphologies
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Old 4th April 2014, 21:15   #167
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totally <3 Jonathan McCabe! - I've first heard of him here: http://www.openprocessing.org/sketch/31195

nice to see you're still alive here, bdrv!
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Old 8th October 2014, 19:32   #168
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Mathbox² is a WebGL library for simulated geometry shaders by Steven Wittens.
It avoids a lot of CPU work with only few draw calls for a decent GPU pipeline. A stack of float textures for vertex data is lifted by a set of fragment shader operators.
Don't miss the slides:
http://acko.net/files/pres/siggraph-...of/online.html

Steven has also just recently shared his graphical editor system ShaderGraph 2
https://plus.google.com/112457107445...ts/5qPDYCrvTtR

https://github.com/unconed/shadergraph
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Old 25th November 2014, 20:39   #169
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Old 25th November 2014, 20:43   #170
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interesting read http://community.arm.com/groups/arm-...-arm-mali-gpus
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Old 21st September 2015, 21:54   #171
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here is something that i work on: Kinect + WebGL


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Old 19th April 2017, 15:19   #172
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check this out:


also, i made a WebGL Easter egg mashup:
www.cake23.de/gummy-bear-easter-eggs.html
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Old 19th April 2017, 16:37   #173
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Very nice . Your fluid dynamics warp shader from "infused with the spiral" has worked wonders in my "Star Forge" preset, and something like this might be even better, but I'm not sure how to get the code or even if I'm practiced enough to work with it .

Glad to see you're still around the forums, Flexi !!!

Like my avatar? Check out my Star Forge preset project .
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Old 3rd August 2017, 09:25   #174
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made by Shane Celis:


https://www.shadertoy.com/view/XtyGzc
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