- From: Maciej Stachowiak <mjs@apple.com>
- Date: Wed, 24 Feb 2010 00:14:51 -0800
On Feb 24, 2010, at 12:09 AM, Maciej Stachowiak wrote: > > On Feb 23, 2010, at 10:04 PM, Jonas Sicking wrote: > >> On Tue, Feb 23, 2010 at 9:57 PM, Maciej Stachowiak <mjs at apple.com> >> wrote: >>> - Raytracing a complex scene at high resolution. >>> - Drawing a highly zoomed in high resolution portion of the >>> Mandelbrot set. >>> >>> To be fair though, you could compute the pixels for those with >>> just math, >>> there is no need to have a graphics context type abstraction. >> >> http://people.mozilla.com/~sicking/webgl/ray.html > > I did not think it was possible to write a proper raytracer for > arbitrary content all as a shader program, but I do not know enough > about 3D graphics to know if that demo is correct or if that is > possible in general. Point conceded though. > >> http://people.mozilla.com/~sicking/webgl/juliaanim.html >> http://people.mozilla.com/~sicking/webgl/mandjulia.html > > Neither of examples you posted seems to have the ability to zoom in, > so I don't think they show anything about doing this to extremely > high accuracy. But I see your point that much of this particular > computation can be done on the GPU, up to probably quite high > limits. Replace this example with your choice of non-data-parallel > computation. Following the links, this demo does do zoom, but it will go all jaggy past a certain zoom level, presumably due to limitations of GLSL. http://learningwebgl.com/lessons/example01/? Regards, Maciej -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.whatwg.org/pipermail/whatwg-whatwg.org/attachments/20100224/856b98f0/attachment.htm>
Received on Wednesday, 24 February 2010 00:14:51 UTC