Sunday, July 08, 2012
Sphere imposters in OpenGL shading language
Each sphere uses only two triangles; compared with the thousands of triangles that would be needed to get similar smoothness with the classic OpenGL pipeline.
This week I implemented the custom shaders and various stereoscopic viewing options. Next I intend to implement interpolated fly-through movie making, and then upload a 3D video to YouTube.
I should also work on measuring and improving performance like I did with my earlier sphere rendering project. Performance is sluggish when I try to view a protein with thousands of atoms. But there is a lot of room for improvement.
Four of the five sphere below use the fixed-function OpenGL pipeline, and have hundreds of polygons each. One sphere has two triangles and uses my shaders. Can you tell which one?
QuteMol. I am a long way from achieving what those guys did. But I am proud of what I have done so far anyway.