MIAUMIAU LABS

This is our tech playground. Lately we are tinkering with the GPU.
GPU Marching Cubes from Point Clouds in WebGL (part 2: marching cubes steps)

GPU Marching Cubes from Point Clouds in WebGL (part 2: marching cubes steps)

15, Jan 2017/Categories 3D, Sin categoría, webGL/No Comments

Before reading any further…

The author assumes that the reader understands the implementation of the marching cubes algorithm in the CPU, also has knowledge on how to perform a stream compaction over a texture using histopyramids. Please refer to http://paulbourke.net/geometry/polygonise/ and http://www.miaumiau.cat/2016/10/stream-compaction-in-webgl/ for more information about these subjects.

Marching Cubes Steps:

The marching cubes algorithm can be separated in two steps which are t ...

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GPU Marching Cubes from Point Clouds in WebGL (part 1: Potential Generation)

GPU Marching Cubes from Point Clouds in WebGL (part 1: Potential Generation)

10, Jan 2017/Categories 3D, Sin categoría, webGL/No Comments

In order to render fluids in webGL from particles simulations, an implicit surface method has to be used to create a mesh from a point cloud that represents the current state of the simulation on each frame. To do so there are many algorithms that can be applied, being the Marching Cubes a good approach for webGL since its implementation can take advantage of histopyramids to accelerate the process in the GPU.

This algorithm is an iso surface extraction method from a potential field that uses ...

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Stream Compaction in WebGL

15, Oct 2016/Categories 3D, webGL/No Comments

One of the big limitations when doing GPGPU computing is that since the architecture is designed to work on parallel, re arranging or compacting data is a non trivial task on the GPU, to overcome this limitation different stream compaction methods have been created, being histopyramids the algorithm that will be discussed in this post. Histopyramids are useful since it allows to allocate the data at the beginning of one texture, avoiding to evaluate complex shaders in fragments that don’t have ...

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Deconstructing Melvin

Deconstructing Melvin

27, Nov 2012/Categories Arduino, Hardware, OpenFrameworks/No Comments

Deconstructing Melvin:

Some time has passed since we have posted anything, so we are going to try to write something somehow interesting. This post is versed about the making of the one sweet project developed in our studio, it is called #translatingmelvin.

Project:

On December of 2011 we received one call from Ruben Martínez of Hommu Studio, he wanted to talk to us about one crazy and funny idea that we loved the first minute we heard about it…

The idea consisted about translatin ...

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