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Will at ITP

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 23, 2008. Fig 11: Screen captures of orange and apple shaders. I have already written about how displacement is done through shaders - the very same technique I used in the past was also used in this set of shaders:. Geometry Displacement through GLSL. And given surface material ( M. Is the given half-vector):. Vec3 N = texture2D(normalMap, gl TexCoord[0].st).rgb *. 20 - 1.0;. Fig 12: Default May...

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Will at ITP | will-at-itp.blogspot.com Reviews
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Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 23, 2008. Fig 11: Screen captures of orange and apple shaders. I have already written about how displacement is done through shaders - the very same technique I used in the past was also used in this set of shaders:. Geometry Displacement through GLSL. And given surface material ( M. Is the given half-vector):. Vec3 N = texture2D(normalMap, gl TexCoord[0].st).rgb *. 20 - 1.0;. Fig 12: Default May...
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Will at ITP | will-at-itp.blogspot.com Reviews

https://will-at-itp.blogspot.com

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 23, 2008. Fig 11: Screen captures of orange and apple shaders. I have already written about how displacement is done through shaders - the very same technique I used in the past was also used in this set of shaders:. Geometry Displacement through GLSL. And given surface material ( M. Is the given half-vector):. Vec3 N = texture2D(normalMap, gl TexCoord[0].st).rgb *. 20 - 1.0;. Fig 12: Default May...

INTERNAL PAGES

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1

Will at ITP: September 2007

http://will-at-itp.blogspot.com/2007_09_01_archive.html

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, September 26, 2007. Shiver - Early Development. Fig 11: Simple circuit hooked up to a Arduino and variable resister. To test analog/serial communication. Fig 12: Still image of Shiver at current development point. Processing - Source code:. Arduino - Source code:. Saturday, September 22, 2007. Motion Tracking Glove Prototype. Fig 11: Ellipse following over pixels being tracked. Processing - Source code:.

2

Will at ITP: Animation: Luma-Displacement / Glow (OpenGL / GLSL)

http://will-at-itp.blogspot.com/2008/04/animation-luma-displacement-opengl-glsl.html

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 2, 2008. Animation: Luma-Displacement / Glow (OpenGL / GLSL). Sphere with an animated displacement GLSL shader that calculates a glow / bloom effect along defined distance from midpoint. Hello This post is likeable, and your blog is very interesting, congratulations :-). I will add in my blogroll =). If possible gives a last there on my blog, it is about the Perfume. April 10, 2008 at 8:01 PM.

3

Will at ITP: April 2008

http://will-at-itp.blogspot.com/2008_04_01_archive.html

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 23, 2008. Fig 11: Screen captures of orange and apple shaders. I have already written about how displacement is done through shaders - the very same technique I used in the past was also used in this set of shaders:. Geometry Displacement through GLSL. And given surface material ( M. Is the given half-vector):. Vec3 N = texture2D(normalMap, gl TexCoord[0].st).rgb *. 20 - 1.0;. Fig 12: Default May...

4

Will at ITP: October 2007

http://will-at-itp.blogspot.com/2007_10_01_archive.html

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, October 31, 2007. Shiver - Final Proposal. Splendid - now on to the details. On the ICM front - I made a decision a week ago that I would in fact use Python as my primary programming language opposed to my original choice of Java. Why? Fig 11: Shiver in early development, click to enlarge. Thursday, October 25, 2007. Elevator Previsualizer Main Site. Wednesday, October 17, 2007. 3 Even if the projector...

5

Will at ITP: Maya: Fluid Gradient Programming (Plug-In)

http://will-at-itp.blogspot.com/2008/04/maya-fluid-gradient-programming-plug-in.html

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 16, 2008. Maya: Fluid Gradient Programming (Plug-In). Fig 11: Still of fluid-based fire simulation, with colors generated through plug-in gradient mapping system. Fig 12: Default Maya Fluid Effects values. Fig 13: Early development of Maya plug-in as a drop-menu. Fig 14: Image chosen to have dominate colors sampled. Fig 15: Image sampled gradient constructed and mapped into Maya's attribute data.

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Will at ITP

Nearing singularity at the Interactive Telecommunications Department at New York University. Wednesday, April 23, 2008. Fig 11: Screen captures of orange and apple shaders. I have already written about how displacement is done through shaders - the very same technique I used in the past was also used in this set of shaders:. Geometry Displacement through GLSL. And given surface material ( M. Is the given half-vector):. Vec3 N = texture2D(normalMap, gl TexCoord[0].st).rgb *. 20 - 1.0;. Fig 12: Default May...

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