181 reputation
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location Italy
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visits member for 2 years, 2 months
seen Oct 21 at 9:41

Currently I'm scientific software developer with proficiency in C/C++ with their related technologies Boost, STL, Qt, Python, computer graphics, OpenGL, Mathematica, MatLab, Bash scripting, NI Labview, LATEX, CMake, CUDA.


Sep
24
awarded  Autobiographer
Nov
18
awarded  Popular Question
Apr
29
comment Vertex Array Object (OpenGL)
How do you deal with normals in this example? I mean what if you add a GLfloat normal[3] in your Vertex class and want to upload the normals to client?
Nov
28
comment Frame timing for GLFW versus GLUT
Obviosuly I think my computer is able to carry some small computations in less than 1/100 sec. Ok seems that using glfw helps in setting up an accurate timing procedure. I'll let you know after some experiments on different platform, meanwhile a +1 for you super-fast answer
Nov
28
asked Frame timing for GLFW versus GLUT
Oct
11
awarded  Teacher
Aug
26
comment Special relativity shader in GLSL
So you're saying that the shader I've wrote here is basically correct or your is correct? Because the results of my shader are not very convincing in terms of what I'd expect from a kind of transformation of this type.
Aug
1
comment Special relativity shader in GLSL
I don't understand also if I have to implement relativistic aberration separately from the Lorentz transformation.
Aug
1
awarded  Supporter
Aug
1
comment Special relativity shader in GLSL
Ok, but what if I'm changing the time inside the simulation? I treat time as a uniform float to be pass from outside the shader, this should deform the object in time correctly?
Aug
1
awarded  Nice Question
Jul
30
comment Special relativity shader in GLSL
No I suppose the observer O is in (0,0,0) looking down the z-axis while the observer O' is in motion w.r.t O with velocity v_x and the objects described for O' are at rest. I know that in this vertex shader the transformation are applied only for vertices so the deformation of lines is lost but I just want to understand and make work this at first. Seems that the game Polynomial already made transformations of this kind, but the shader I've found doesn't nothing interesting, because I get the same results! bit.ly/MueQqo
Jul
30
comment Special relativity shader in GLSL
You can try this shader in ShaderMaker to see the effects, but what I'd want to achieve is this effect: spacetimetravel.org/relaflug/relaflug.html Here we should see the lenght contraction on x-axis but I see an incorrect scaling
Jul
30
awarded  Editor
Jul
30
revised Special relativity shader in GLSL
deleted 1 characters in body
Jul
30
awarded  Student
Jul
30
asked Special relativity shader in GLSL
Jul
30
answered GLSL Shader Editors for Linux