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 Continue Reading →
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 Continue Reading →
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 Continue Reading →
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 Continue Reading →
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 Continue Reading →
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 Continue Reading →
Latest Update: Improved Code, Collisions and Hose And so I embark upon an epic journey, just like that I leave my normal life behind and dive into the depths of Continue Reading →
This summer I will be working on improving Blender with OpenCL, specifically integrating and improving particles inside the Game Engine. The first step of course is getting the source code Continue Reading →
I still remember the day that I first understood how data was communicated between programs. I was 17 years old and programming Java applets about microscopes. When it first sank Continue Reading →
As a person with a high capacity for abstract thought, it makes sense that I may sometimes stay on some abstract plane (or train) of thought. When I’m programming or Continue Reading →
It’s taken me over a month to do the write up, but Digital Divide had our first success! The event took place on February 28th at the Palmer Munroe Community Continue Reading →