Cloth Simulation Nvidia Physx
1 - Physx SDK
2 - Boucing Box
3 - 3D Mouse Picking
4 - RigidBody
5 - Dynamic and reaction from the cloth actor
6 - Using OpenGL for the rendering part
2 - Boucing Box
3 - 3D Mouse Picking
4 - RigidBody
5 - Dynamic and reaction from the cloth actor
6 - Using OpenGL for the rendering part
Nvidia Physx SDK & OpenGL Render
1 - Working with the Physx SDK
2 - Configure the workspace
3 - Physx Boucing Box & Collision Detection
4 - Rendering using OpenGL
5 - C++ OOP project
2 - Configure the workspace
3 - Physx Boucing Box & Collision Detection
4 - Rendering using OpenGL
5 - C++ OOP project
Frame Buffer Object and Shadow Mapping
1 - Render the scene to the depth buffer instead of the back buffer
2 - Render the scene on a texture (Frame Buffer Object).
3 - Render the shadow map on the scene from the point of view of the Light (rotate around axis) on a different texture (2nd square).
4 - using the shaders to render the scene using the shadow map on the first scene.
2 - Render the scene on a texture (Frame Buffer Object).
3 - Render the shadow map on the scene from the point of view of the Light (rotate around axis) on a different texture (2nd square).
4 - using the shaders to render the scene using the shadow map on the first scene.
Beziers surfaces
Using Decasteljau Algorithm.
OpenGL and Mathematics school project.
OpenGL and Mathematics school project.
Beziers & Curves
- Drawing cuvrves and Beziers
- Using mathematics formula for drawing
- 2D to 3D
- Using mathematics formula for drawing
- 2D to 3D