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Alejandro Segovia Azapian

Rendering and Systems Engineering

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Category: Vortex-Engine

3D Engine iOS Vortex-Engine

Goodbye Hypr3D

April 4, 2016April 3, 2016Ale

It seems the sun has set on the good old Hypr3D app. This was the first commercial app to use a licensed copy of my 3D Engine back in 2011.…Continue readingGoodbye Hypr3D

3D Engine Article OpenGL Vortex-Engine

Bump Mapping a Simple Surface

April 21, 2014November 23, 2014Ale

In my last post, I started discussing Bump Mapping and showed a mechanism through which we can generate a normal map from any diffuse texture. At the time, I signed…Continue readingBump Mapping a Simple Surface

iOS Vortex-Engine

MD2 Library 2.0

November 25, 2013November 24, 2013Ale

MD2 Library 2.0 has been out for a while now (download here), but I haven’t had the time to update this blog! It’s a free download for all iPad users,…Continue readingMD2 Library 2.0

3D Engine Vortex-Engine

Update to MD2 Library coming soon

September 9, 2013September 8, 2013Ale

I’ve been working on and off on MD2 Library during my free time. MD2 Library is a showcase iPad App for my 3D Engine, Vortex. The Vortex 3D Engine is…Continue readingUpdate to MD2 Library coming soon

3D Engine iOS Vortex-Engine

Shadow Mapping on iPad

April 29, 2013April 28, 2013Ale

I’ve implemented shadow mapping on the MD2 Library using the Vortex Engine for iOS wrapper. Shadow mapping is a technique originally proposed in a paper called “Casting Curved Shadows on…Continue readingShadow Mapping on iPad

Light Scattering C++ OpenGL Vortex-Engine

Light Scattering

February 6, 2012February 7, 2012Ale

When we introduced Programmable Pipeline support to Vortex Engine, we claimed that better visual effects could now be introduced into the renderer. With the introduction of Render-to-Texture functionality into Vortex…Continue readingLight Scattering

3 Comments on Light Scattering
C++ OpenGL Vortex-Engine

Vortex adds Render-to-Texture capabilities

January 30, 2012February 2, 2012Ale

I’m very glad to announce Vortex now supports render-to-texture capabilities by means of Framebuffer Objects : )

C++ iOS OpenGL Vortex-Engine

A short detour along the way…

January 2, 2012January 22, 2012Ale

I wanted to improve the Stencil Shadow Volumes code a little bit and enable it for the Programmable Pipeline in Vortex, however, I had to take a small detour to…Continue readingA short detour along the way…

Stencil Shadow Volumes C++ OpenGL Vortex-Engine

Stencil Shadow Volumes

December 26, 2011January 26, 2012Ale

I’ve built Stencil Shadow Volumes into the Vortex Engine. Shadows are a very interesting feature to implement in an renderer, as they provide important visual cues that help depict the…Continue readingStencil Shadow Volumes

An Angel with Generated Normals C++ Vortex-Engine

An Angel with Generated Normals

November 7, 2011November 20, 2011Ale

Sometimes the 3D models we have to display provide no information other than vertex data for the triangles they define. This might be enough to approximate the shape of the…Continue readingAn Angel with Generated Normals

C++ Vortex-Engine

Improving Vortex’s Smart Pointers

October 25, 2011October 26, 2011Ale

In out last post, we talked about the shift we are currently making in Vortex, moving towards reference-counted resource management. In this context, one of the problems we mentioned was…Continue readingImproving Vortex’s Smart Pointers

C++ Vortex-Engine

Towards Reference-Counted Resource Management in Vortex

October 20, 2011October 23, 2011Ale

Now that we have advanced support for a dual rendering pipeline in Vortex, we are now shifting our attention into a completely different topic. This time we are looking into…Continue readingTowards Reference-Counted Resource Management in Vortex

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