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	<title>iRiO studios</title>
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	<link>http://irio.co.uk/sites/cirio</link>
	<description>                        määh since 1999</description>
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		<item>
		<title>Simulating galaxies</title>
		<link>http://irio.co.uk/sites/cirio/?p=709</link>
		<comments>http://irio.co.uk/sites/cirio/?p=709#comments</comments>
		<pubDate>Sun, 25 Mar 2012 02:36:35 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=709</guid>
		<description><![CDATA[Background galaxies with realistic light intensities, noise functions and spirals. Noise properties from the Nordic Optical Telescope are added. Fun to do. However&#8230; One of the images below is a real picture taken at the NOT, the other is a simulation made by me. Which is which?]]></description>
			<content:encoded><![CDATA[<p>Background galaxies with realistic light intensities, noise functions and spirals. Noise properties from the Nordic Optical Telescope are added. Fun to do. However&#8230;</p>
<p>One of the images below is a real picture taken at the NOT, the other is a simulation made by me. Which is which?</p>
<p><img src="http://irio.co.uk/sites/cirio/wp-content/uploads/2012/03/comparison.jpg" alt="" /></p>
]]></content:encoded>
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		</item>
		<item>
		<title>What&#8217;s up?</title>
		<link>http://irio.co.uk/sites/cirio/?p=706</link>
		<comments>http://irio.co.uk/sites/cirio/?p=706#comments</comments>
		<pubDate>Wed, 14 Mar 2012 08:54:45 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=706</guid>
		<description><![CDATA[In January I started a position as a post-doc in cosmology at the University of Oslo. Due to this, I haven&#8217;t had time to code on My Little Planet, but hopefully I&#8217;ll start writing an live-background My Little Planet android-app soon In any case, here is a picture of a simulated gravitational lens: simulated background [...]]]></description>
			<content:encoded><![CDATA[<p>In January I started a position as a post-doc in cosmology at the University of Oslo. Due to this, I haven&#8217;t had time to code on My Little Planet, but hopefully I&#8217;ll start writing an live-background My Little Planet android-app soon</p>
<p>In any case, here is a picture of a simulated gravitational lens: simulated background galaxies are lensed through a foreground cluster, convolution &amp; noise added. Neeerdy stuff, but fun to do =)</p>
<p><img src="http://irio.co.uk/sites/cirio/wp-content/uploads/2012/03/lenses.jpg" alt="" /></p>
]]></content:encoded>
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		</item>
		<item>
		<title>First HD video &amp; new landscape</title>
		<link>http://irio.co.uk/sites/cirio/?p=703</link>
		<comments>http://irio.co.uk/sites/cirio/?p=703#comments</comments>
		<pubDate>Fri, 30 Dec 2011 19:45:48 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=703</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=zM6PY8fypRE"><img src="http://img.youtube.com/vi/zM6PY8fypRE/default.jpg" width="130" height="97" border=0></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>New video</title>
		<link>http://irio.co.uk/sites/cirio/?p=699</link>
		<comments>http://irio.co.uk/sites/cirio/?p=699#comments</comments>
		<pubDate>Wed, 28 Dec 2011 15:04:08 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=699</guid>
		<description><![CDATA[Having implemented those new post-processing filters &#038; added more proper solar system physics, I decided to pick a fight with FRAPS &#038; some random video editing software. Aaaand in case you don&#8217;t see any improvements, here&#8217;s a historical perspective:]]></description>
			<content:encoded><![CDATA[<p>Having implemented those new post-processing filters &#038; added more proper solar system physics, I decided to pick a fight with FRAPS &#038; some random video editing software. </p>
<p><a href="http://www.youtube.com/watch?v=X2dyiitk6EY"><img src="http://img.youtube.com/vi/X2dyiitk6EY/default.jpg" width="130" height="97" border=0></a><br />
Aaaand in case you don&#8217;t see any improvements, here&#8217;s a historical perspective:<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/misc-planet/evolution.jpg" title="" class="shutterset_singlepic162" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/162__500x400_evolution.jpg" alt="evolution" title="evolution" />
</a>
</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Post-production pølsevev</title>
		<link>http://irio.co.uk/sites/cirio/?p=695</link>
		<comments>http://irio.co.uk/sites/cirio/?p=695#comments</comments>
		<pubDate>Sun, 25 Dec 2011 14:01:22 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=695</guid>
		<description><![CDATA[After an indulging xmas &#038; a discussion with some random &#038; professional close realtive, I decided to implement post-prodiction filters. Here are the results from Gamma-corrections, mapping linear colors to a sqrt (gl_FragColor.xyz = sqrt(gl_FragColor.xyz)); Random noise in low-intensity areas Camera lense edges Bloom/HDRI-filter So, note new &#038; more realistic color intensities, the lens corners, [...]]]></description>
			<content:encoded><![CDATA[<p>After an indulging xmas &#038; a discussion with some <a href="http://euqahuba.com/">random &#038; professional close realtive</a>, I decided to implement post-prodiction filters. Here are the results from</p>
<li>Gamma-corrections, mapping linear colors to a sqrt (gl_FragColor.xyz = sqrt(gl_FragColor.xyz));
<li>Random noise in low-intensity areas
<li>Camera lense edges
<li>Bloom/HDRI-filter
<p>So, note new &#038; more realistic color intensities, the lens corners, the noise &#038; the bloom!<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p11_04.jpg" title="" class="shutterset_singlepic159" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/159__500x400_p11_04.jpg" alt="p11_04" title="p11_04" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p11_05.jpg" title="" class="shutterset_singlepic160" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/160__500x400_p11_05.jpg" alt="p11_05" title="p11_05" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p11_06.jpg" title="" class="shutterset_singlepic161" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/161__500x400_p11_06.jpg" alt="p11_06" title="p11_06" />
</a>
</p>
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		<title>Mommy, I only want planetary rings for xmas!</title>
		<link>http://irio.co.uk/sites/cirio/?p=674</link>
		<comments>http://irio.co.uk/sites/cirio/?p=674#comments</comments>
		<pubDate>Fri, 23 Dec 2011 09:42:46 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=674</guid>
		<description><![CDATA[Waking up rather perturbed this early semi-xmas morning, I decided to implement planetary rings. Not very hard, really, just a plane going through the origin of the planet. However, it is the fragment shader that really does the job, imposing cutoff for length + generating noise patterns. In the end, turned out pretty decent for [...]]]></description>
			<content:encoded><![CDATA[<p>Waking up rather perturbed this early semi-xmas morning, I decided to implement planetary rings. Not very hard, really, just a plane going through the origin of the planet. However, it is the fragment shader that really does the job, imposing cutoff for length + generating noise patterns. In the end, turned out pretty decent for 2 hours work I&#8217;d say!</p>
<h2>Ring shadow is ray-traced through the planet sphere, so shadows are genuine</h2>
<p>
<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p11_01.jpg" title="" class="shutterset_singlepic156" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/156__500x400_p11_01.jpg" alt="p11_01" title="p11_01" />
</a>
<br />
The shadow ray-tracing works as such: if a ray with origin at the ring and direction towards the light-source intersects the planet sphere, there is shadow. This basically means solving a standard second order-equation, so if B^2-4AC<0, the ray does not intersect the planet and thus there is no shadow. </p>
<h2>Planetary rings seen from other planet</h2>
<p>
<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p11_02.jpg" title="" class="shutterset_singlepic157" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/157__500x400_p11_02.jpg" alt="p11_02" title="p11_02" />
</a>
<br />
Planetary rings are nothing but 1-dimensional Perlin noise P(l), where l = |x|. Then impose cutoff: if (l &le; min or l &ge; max) discard the pixel. Yay!</p>
<h2>Planetary rings seen from self planet</h2>
<p>With bump mapping!<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p11_03.jpg" title="" class="shutterset_singlepic158" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/158__500x400_p11_03.jpg" alt="p11_03" title="p11_03" />
</a>
<br />
Here&#8217;s the whole fragment shader, in case you were wondering. Remember, the input is just *one* GL QUAD with 4 vertices, blending included:</p>
<pre lang="C00">
float getRings(in float l) {
	float c = (0.6 + snoise2(vec2(l*0.7,0)));
	c+=0.4*snoise2(vec2(l*5.0,0));
	return c;
}

float rayIntersectSphere(in vec3 d, in vec3 o, in float r) {
	float A  = dot(d,d);
	float B = 2.0*dot(d,o);
	float C = dot(o,o) - r*r;
	float D = B*B-4.0*A*C;
	if (D &le; 0.0) return 0.0;

	float t0 = (-B - sqrt(B*B - 4.0*A*C))/(2.0*A);
	if (t0&le;0.0)
		return 0.0;

	return 1.0;
}

void main(void)
{
	float l = length(myPos)/fInnerRadius;

	if (l&le;ringMin || l&ge;ringMax)
		discard;

	float c = getRings(l*10.0);
	if (rayIntersectSphere(v3LightPos, myPos, fInnerRadius)==1.0 )
		c*=0.3;
	gl_FragColor = ringColor*c;
	gl_FragColor.w = 0.7*c;
}
</pre>
<p>Some comments : <b>snoise2d</b> is a 2d perlin noise function and <b>fInnerRadius</b> is a uniform containing the radius of the planet while <b>myPos</b> is a varying vec3 containing the interpolated fragment pixel position, our origin of the ray (just myPos = gl_Vertex.xyz in the vertex shader)</p>
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		<item>
		<title>Fixed water &amp; bump mapping</title>
		<link>http://irio.co.uk/sites/cirio/?p=650</link>
		<comments>http://irio.co.uk/sites/cirio/?p=650#comments</comments>
		<pubDate>Tue, 20 Dec 2011 22:11:34 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=650</guid>
		<description><![CDATA[So. I Rewrote the water shader, improving performance + fixing some bugs + making the color correspond to the planet atmosphere. Here are sunset results, with sun radiance reflection : But here&#8217;s the cool part: the 2D heightfield class can now generate perlin type noise textures with normals as such: in terrain space: When this [...]]]></description>
			<content:encoded><![CDATA[<p>So. I Rewrote the water shader, improving performance + fixing some bugs + making the color correspond to the planet atmosphere. Here are sunset results, with sun radiance reflection :<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_04.jpg" title="" class="shutterset_singlepic141" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/141__500x400_p10_04.jpg" alt="p10_04" title="p10_04" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_05.jpg" title="" class="shutterset_singlepic142" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/142__500x400_p10_05.jpg" alt="p10_05" title="p10_05" />
</a>
<br />
But here&#8217;s the cool part: the 2D heightfield class can now generate perlin type noise textures with normals as such:<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_15.jpg" title="" class="shutterset_singlepic152" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/152__500x400_p10_15.jpg" alt="p10_15" title="p10_15" />
</a>
<br />
in terrain space:<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_14.jpg" title="" class="shutterset_singlepic151" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/151__500x400_p10_14.jpg" alt="p10_14" title="p10_14" />
</a>
<br />
When this texture is applied in the terrain <a href="http://en.wikipedia.org/wiki/Tangent_space">tangent space</a> in the fragment shaders as additional terrain normals, something wonderful happens: <a href="http://en.wikipedia.org/wiki/Bump_mapping">bump mapping occurs</a>. And suddenly, the terrain becomes way more vivid and alive, because the amount of (apparent) details is increased about a tenfold. Cheating? Yeah sure, but cheating never looked so good =)</p>
<h2>Scene without bump mapping</h2>

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_18.jpg" title="" class="shutterset_singlepic155" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/155__500x400_p10_18.jpg" alt="p10_18" title="p10_18" />
</a>

<h2>Scene with bump mapping</h2>

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_17.jpg" title="" class="shutterset_singlepic154" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/154__500x400_p10_17.jpg" alt="p10_17" title="p10_17" />
</a>
<br />
Note how the effect is subtle.. but when looking closer, you&#8217;ll see that there seems to be way more details in the second picture. Bump!</p>
<h2>Random scenes with bump mapping &#038; new water shader</h2>
<p>
<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_13.jpg" title="" class="shutterset_singlepic150" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/150__500x400_p10_13.jpg" alt="p10_13" title="p10_13" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_12.jpg" title="" class="shutterset_singlepic149" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/149__500x400_p10_12.jpg" alt="p10_12" title="p10_12" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_11.jpg" title="" class="shutterset_singlepic148" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/148__500x400_p10_11.jpg" alt="p10_11" title="p10_11" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_10.jpg" title="" class="shutterset_singlepic147" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/147__500x400_p10_10.jpg" alt="p10_10" title="p10_10" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_09.jpg" title="" class="shutterset_singlepic146" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/146__500x400_p10_09.jpg" alt="p10_09" title="p10_09" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_08.jpg" title="" class="shutterset_singlepic145" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/145__500x400_p10_08.jpg" alt="p10_08" title="p10_08" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_07.jpg" title="" class="shutterset_singlepic144" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/144__500x400_p10_07.jpg" alt="p10_07" title="p10_07" />
</a>
<br />

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_06.jpg" title="" class="shutterset_singlepic143" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/143__500x400_p10_06.jpg" alt="p10_06" title="p10_06" />
</a>

]]></content:encoded>
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		<title>Do you like my trochoid water HÆ?</title>
		<link>http://irio.co.uk/sites/cirio/?p=644</link>
		<comments>http://irio.co.uk/sites/cirio/?p=644#comments</comments>
		<pubDate>Mon, 19 Dec 2011 11:14:59 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=644</guid>
		<description><![CDATA[After battling with the vertex and fragment shader a couple of days, I finally managed to implement Eric Brunetons fantastic method. Parameters still needs to be tweaked to make the scene look good, reflections needs to be added and the refractions are not quite right yet. &#8230; but it beats the crap out of not [...]]]></description>
			<content:encoded><![CDATA[<p>After battling with the vertex and fragment shader a couple of days, I finally managed to implement <span class="mh-hyperlinked"><a href='http://www.google.com/recaptcha/mailhide/d?k=01SMgmwDnvjyw51MeNZBCLJQ==&c=y4gF42Q3BAA2qqSnV6Xt9GeH_e5yLAbx-3ZwRNyoQz_gEVsO_D0iqh0R3cWxrce_awEopaqMuZPGP7tSffIIhpGSY0XvAzHiQQ9KovWJzr6C-HuYgILuRuTXurACHKrkc3PraQayRqybY2JLmJ6vzA==' onclick="window.open('http://www.google.com/recaptcha/mailhide/d?k=01SMgmwDnvjyw51MeNZBCLJQ==&amp;c=y4gF42Q3BAA2qqSnV6Xt9GeH_e5yLAbx-3ZwRNyoQz_gEVsO_D0iqh0R3cWxrce_awEopaqMuZPGP7tSffIIhpGSY0XvAzHiQQ9KovWJzr6C-HuYgILuRuTXurACHKrkc3PraQayRqybY2JLmJ6vzA==', '', 'toolbar=0,scrollbars=0,location=0,statusbar=0,menubar=0,resizable=0,width=500,height=300'); return false;">Eric Brunetons fantastic method</a></span>. Parameters still needs to be tweaked to make the scene look good, reflections needs to be added and the refractions are not quite right yet.</p>
<p>&#8230; but it beats the crap out of not having water!</p>
<p><a href="http://www.youtube.com/watch?v=WxBNHripReE"><img src="http://img.youtube.com/vi/WxBNHripReE/default.jpg" width="130" height="97" border=0></a></p>

<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_01.jpg" title="" class="shutterset_singlepic138" >
	<img class="ngg-singlepic" src="http://irio.co.uk/sites/cirio/wp-content/gallery/cache/138__500x400_p10_01.jpg" alt="p10_01" title="p10_01" />
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<a href="http://irio.co.uk/sites/cirio/wp-content/gallery/procedural-planet/p10_02.jpg" title="" class="shutterset_singlepic139" >
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		<title>Milestone reached: First video</title>
		<link>http://irio.co.uk/sites/cirio/?p=632</link>
		<comments>http://irio.co.uk/sites/cirio/?p=632#comments</comments>
		<pubDate>Thu, 15 Dec 2011 17:05:24 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=632</guid>
		<description><![CDATA[So. It was never a secret that the planet-renderer code was *slow*, and that the quadtree still had those *particularly* annoying quadtree gaps. But wait! All that changed when I a) implemented multi-processor support using MPJ Express and b) spent a rainy day filling those quadtree gaps with armored concrete. The really amazing new thing [...]]]></description>
			<content:encoded><![CDATA[<p>So. It was never a secret that the planet-renderer code was *slow*, and that the quadtree still had those *particularly* annoying quadtree gaps.</p>
<p>But wait! All that changed when I a) implemented multi-processor support using MPJ Express and b) spent a rainy day filling those quadtree gaps with armored concrete.</p>
<p>The really amazing new thing is that *all* geometry generation is now done by the slave processors, and the main processor is free to only render the scene. In other words: the code runs with max fps, and the dynamical creation of geometry never &#8220;jerks&#8221; the scene. </p>
<p>So what does this mean? Well I could finally make a video =)</p>
<p><a href="http://www.youtube.com/watch?v=ZawpRsknnHY"><img src="http://img.youtube.com/vi/ZawpRsknnHY/default.jpg" width="130" height="97" border=0></a></p>
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		<title>What&#8217;s up?</title>
		<link>http://irio.co.uk/sites/cirio/?p=621</link>
		<comments>http://irio.co.uk/sites/cirio/?p=621#comments</comments>
		<pubDate>Tue, 06 Dec 2011 13:14:07 +0000</pubDate>
		<dc:creator>leuat</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://irio.co.uk/sites/cirio/?p=621</guid>
		<description><![CDATA[Ok. So heavy coding and reading for the exams usually don&#8217;t combine that well, but this year things are turning out quite wonderfully! My exam in old babylonian is next monday, and after that I&#8217;ll have a smoking hot new computer =) So. First things first. I am trying to document my progress by writing [...]]]></description>
			<content:encoded><![CDATA[<p>Ok. So heavy coding and reading for the exams usually don&#8217;t combine that well, but this year things are turning out quite wonderfully! My exam in <a href="http://en.wikipedia.org/wiki/Akkadian_language">old babylonian</a> is next monday, and after that I&#8217;ll have a smoking hot new computer =)</p>
<p>So. First things first. I am trying to document my progress by writing a <a href="http://irio.co.uk/sites/cirio/?page_id=557">silly tutorial of the project here</a>. So, what am I currently working on?</p>
<h1>Rivers</h1>
<p>Basically tweaking the multiridged perlin noise and doing some stuff.. however, was thinking about checking out <a href="http://www.mathematik.uni-marburg.de/~derzapf/public/2011/TG.pdf">this interesting paper</a> when I have more time!<br />

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<h1>GPU colors &#038; textures</h1>
<p>New stuff : texture coordinates, colors &#038; normals are generated on the GPU!<br />

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<h1>Clouds</h1>
<p>Clouds are now generated on GPU. However, I still need to tweak parameters to generate weather-like patterns on planetary scales.. and lighting is not correct yet. But, better than nothing I guess. Will post some videos of weather patterns before xmas!<br />

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<h1>GPU Terrain</h1>
<p>I have implemented shaders that calculate vertex positions / fragment shader normals from the multiridged 3D perlin noise. However, my crummy macbook from 2008 is complaining badly &#8211; so I am currently awaiting my new computer, GeForce GTX 560 included! Then the buns will be different. Yeah. Norwegian idioms rule.<br />

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<h1>ka-*swing* : GUI</h1>
<p>Swing saved my life! Not many parameters to play around with yet.. but at least it is starting to look like a real program. In real-time, that is.<br />

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