Author Archives: enj
Adventures in OpenCL Part 2: Particles with OpenGL
This tutorial series is aimed at developers trying to learn OpenCL from the bottom up, with a focus on practicality. This installment introduces OpenCL context sharing with OpenGL. We make a simple particle system to demonstrate this feature. One of … Continue reading
Particles in BGE Update: Collisions
We have collisions! Check out the video to see how it looks This is a preview of collisions working in our OpenCL Particle System addition to the Blender Game Engine. We can collide against triangle meshes of objects that are … Continue reading
Particles in BGE Update: GLSL, more options
So I’ve been making some headway with my OpenCL Particle Systems in the Blender Game Engine. I now have the option to render the particles with GLSL (Hi moguri, I’m going to need more help!), and I have improved my … Continue reading
Adventures in OpenCL: Part 1.5, C++ Bindings
This tutorial series is aimed at developers trying to learn OpenCL from the bottom up, with a focus on practicality. This part is a reworking of my first tutorial using the OpenCL C++ Bindings. Learning by example works best for … Continue reading
Adventures in OpenCL: Part 1, Getting Started
This tutorial series is aimed at developers trying to learn OpenCL from the bottom up, with a focus on practicality (i.e. I’m still learning, I’m sharing what I’ve found to work). Learning by example works best for me so make … Continue reading
20 million particles in OpenCL on the GTX480
I’m trying to push the limits of interactive scientific visualization, so I gotta start somewhere! Ok, so 20 million particles running at ~40fps is not a bad start, but this is also using the simplest rendering possible (GL_POINTS of size … Continue reading
Blender Game Engine: Particles in the Mix
I think I can show you better than I can tell you check out the code This is the first major milestone in my journey! I’ve got a lot of work to do before this is in any usable condition … Continue reading
Simple Particles with OpenCL and OpenGL
And so I reach another milestone in my journey to put OpenCL Particles in Blender! I’ve written my own (very) simple particle system from scratch in C++ using OpenGL and OpenCL, taking advantage of VBO interoperability. OpenCL and OpenGL interop … Continue reading
Particles on my Android
Since I just got my first Android phone (an HTC Eris while I wait for my HTC Incredible to be shipped) and I read about the Android NDK as well as OpenGL ES support it seemed like a good idea to … Continue reading
Blender: Creating a Custom Modifier
On my quest to create an OpenCL enabled Particle System I realized that I need a way for the Blender Game Engine to know when to render an object as a particles as opposed to a regular mesh. A straight … Continue reading