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<title>compustream/src/shader/wrap, branch master</title>
<subtitle>Hacky D2Q9 BGK LBM using compute shaders</subtitle>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/'/>
<entry>
<title>Hacky mouse-based fluid interaction</title>
<updated>2018-12-18T20:08:20+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-18T20:08:20+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=6f6073be5de8c8598c4af7f38c90c3f83b5bf1bf'/>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Purify collide shader</title>
<updated>2018-12-18T16:04:18+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-18T16:04:18+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=fed710754296111a51b1b99b40a3c5e5dc873895'/>
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i.e. move fluid vertex placement to appropriate vertex shader.
     Do not amplify or shift fluid moments in any way prior to
     passing it to the display pipeline.
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<pre>
i.e. move fluid vertex placement to appropriate vertex shader.
     Do not amplify or shift fluid moments in any way prior to
     passing it to the display pipeline.
</pre>
</div>
</content>
</entry>
<entry>
<title>Generate fluid display using geometry shaders</title>
<updated>2018-12-16T21:09:17+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T21:09:17+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=ce334547f0f0560386ca8b97f354d83da68019a5'/>
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<content type='text'>
This should provide much more flexibility.

For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
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<pre>
This should provide much more flexibility.

For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
</pre>
</div>
</content>
</entry>
<entry>
<title>Regeneralize ComputeShader wrapper</title>
<updated>2018-12-16T14:16:21+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T14:16:21+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=52cbbff72bd5516b5f325d1c88e4fcd8ca67f989'/>
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<pre>
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</entry>
<entry>
<title>Parametrize lattice resolution</title>
<updated>2018-12-16T12:58:20+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-16T12:58:20+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=2eb7f9925315989735b4fb746cbd7bda6c9bd5bb'/>
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<pre>
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</entry>
<entry>
<title>Hacky D2Q9 BGK LBM on GPU using GLSL compute shaders</title>
<updated>2018-12-15T22:09:32+00:00</updated>
<author>
<name>Adrian Kummerlaender</name>
</author>
<published>2018-12-15T22:09:32+00:00</published>
<link rel='alternate' type='text/html' href='https://code.kummerlaender.eu/compustream/commit/?id=44f5ac32a68a617f93704d44c4339f7db13b323e'/>
<id>44f5ac32a68a617f93704d44c4339f7db13b323e</id>
<content type='text'>
Improvised on top of computicles's scaffolding.

Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
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Improvised on top of computicles's scaffolding.

Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
</pre>
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</content>
</entry>
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