Media Summary: C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Created as part of "Algorithms in the cosmodrome" by Davide Prati at the UdK Berlin SS 2020. Based on Lab 8 Homework - Computational Form and Process
Flocking Simulation 2000 Boids In 4k - Detailed Analysis & Overview
C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for now because ... Created as part of "Algorithms in the cosmodrome" by Davide Prati at the UdK Berlin SS 2020. Based on Lab 8 Homework - Computational Form and Process