Laboration 3

Procedural geometry in GLSL using Geometry and Tesselation shaders

1. Geometry shader. Simple tasks.

2. Offset by image

3. Tesselation shader. Triangle.

4. Cube to sphere

5. Offset sphere by noise




Vertex by vertex, cone/sphere/torus/vase, or tube. Simple first case: Star. Or the “six parts make a whole” LiU logo.

Design with Bézier surfaces

Design with fractals (trees?)

ORIGINAL LAB: GLSL.

© Ingemar Ragnemalm 2021