**Video**

**Pat1**

Original picture:

Fetures implemeted:

- Image negative: vec3(1.0) - rgb

- Gaussian blur: GaussianBlurMatrix = 1/16[[1 2 1][2 4 2][1 2 1]]

- Grayscale: vec3 w = vec3(0.2125, 0.7154, 0.0721); luminace = dot(rgb, W);

- Edge Detection: Sobel-horizontal = [[-1 -2 -1][0 0 0 ][1 2 1]]; Sobel-vertical = [[-1 0 1][-2 0 2 ][-1 0 1]].

- Toon shading

Optional features:

- Pixelate: define the pixel size(by using the picture size); Get the new coordinates by6 multiply the pixel size with the pixel index. Pixel indices are calculated by dived the original texture coordinates by pixel size.

- Brightness: u = (rgb.r + rgb.g + rgb.b)/3;

- Contrast: (m-a)/(n-a) vs m/n

- Night Vision: Only multiplied by green color;

**Part2:**

**Sea wave:**

float s = sin(pos.x*2PI + time);float t = cos(pos.y*2PI + time);height = sin(sqrt(s^2 + t^2 ))/sqrt(s^2 +t^2 );

hi..Im student from Informatics engineering, this article is very informative, thanks for sharing :)

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