the cg examples have just overwhelmed, inspired and amazed me. i will find out more and get a good understanding of things over the weekend and will NOT let it go waste.
computer graphics & related stuff
cg, animation, virtual reality, non photorealistic rendering, shading, & rendering
Friday, June 20, 2003
Few cool things :
1) The number of instructions slots for a vertex program is 256 and for a fragment program is 1024.
2) A fragment program, however, does not support conditional jumps and subroutines, so this is in fact the overall limitation of instructions executed per fragment.
Thursday, June 19, 2003
Steps in Multitexturing:
1) Check to see if multitexturing is supported. use glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, ..) to see how many texturing units are available on your implementation.
2) For each texturing unit, establish the texturing state, including texture image, filter, environment, coordinate generation, and matrix. use glActiveTextureARB() to change
the current texture unit.
3) During vertex specification, use glMultiTexCoordARB() to specify more than one texture coordinate per vertex. A different texture coordinate is used in each texturing unit.
Each texture coordinate will be used during a different texturing pass.
after the 5/6 hours drive. i'm back and i survived.. :D
anyway, got the paperwork in today. shall submit it on monday. plus exercise on monday. so lets see.
voila!! slept well yesterday night. feeling low for some ODD reason. hope to read a ton of papers and get back on track..
Wednesday, June 18, 2003
got a bad headache. its just killing me. wish it were gone. anyway, should just get down and get some good work done. cmon!!
Convolution:
Convolution is the fundamental operation of linear filtering, where a filter kernel is passed over the input data, and for each desired output sample a weighted average of input samples
that are covered by the filter kernel is computed.
