More mirror stuff

Implemented mirrors with reflections about arbitrary planes at arbitrary distances from the origin. The math runs something like this: Let R be the Reflection matrix (see Essential Maths for Games, pg152), then the combined matrix …

VRPN Zspace

Last week I was focused on making a function that would allow track the orientation of the stylus with position matrix. But while digging through the ZSpace SDK I noticed that VRPN supports ZSpace. This …

Week of 3/3/14

(Sorry for the late post – I’ve been having VPN issues with my laptop) Copper Taffeta: I finally got a good result on my taffeta etching!  I perfected the salt/vinegar ratio and applied the vaseline …

Mirrors in VizHome

Started exporting/importing data about mirrors from SCENE into the VizHome viewer. Currently all surfaces with mirrors are manually preprocessed (to get rid of the false mirror points), so adding a few steps to this process …

ReKinStruct : Apple to Alienware

I mentioned in my last post that I was having some trouble with getting KinFu running on my laptop. My Macbook Pro came with an Intel graphics card while KinFu (and most graphics intense applications) …

Splatting vs PointSprites

Low-resolution normals Normals and their respective point radius are now stored as 8-bit signed chars and converted to floats when uploaded to the GPU. This seems to faster than storing everything as floats and it …