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Explores mesh deformation through geometry shaders. Developed in C++ and OpenGL.

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Sinusoidal Explosion

Skills: C++, OpenGL

Topics: Geometry shaders, Computer graphics

471_bunny

Image: The triangles of a bunny mesh transform along surface normals to the beat of a sinusoidal wave.

About geometry shaders

Here are some key concepts:

  • Rendering pipeline: Vertex Shader > Geometry Shader > Fragment Shader
  • Vertex Input: Processes vertices of primitives (points, lines, or triangles), which are sent from the vertex shader.
  • Execution: Runs once per primitive, enabling the creation of new vertices or discarding existing ones.
  • Primitive Output: Can emit new primitives of a different type than the input, transforming the overall geometry.

Acknowledgments

Gratitude goes out to Professor Christian Eckhardt of Cal Poly SLO, my peers, and the computer graphics community for the wealth of knowledge and resources.

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Explores mesh deformation through geometry shaders. Developed in C++ and OpenGL.

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