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October 2008 - Posts

Shading Blobs with Bling WPF!

I updated Bling WPF to version 0.6, get it at the normal place ( http://www.codeplex.com/bling ). Mostly, I changed the DSL to get rid of more boilerplate code. Now you can create multiple input and parameter pixel shader effects with only a few lines

Angles as doubles considered harmful

One problem with the .NET library is the inconsistent use of radians and degrees to represent angles: System.Math angle functions assume angle are expressed in radian while WPF assumes angles are expressed in degrees. Trouble arises when you try to mix

WPF Signal Library is now Bling WPF!

I’m rebranding the signal library as Bling WPF since it now contains support for expressing pixel shaders in C#. The release I’m putting out today polishes the pixel shader implementation that I released last week and fixes lots of outstanding issues:

Writing WPF pixel shaders in C#!

This week I saw a great project, Brahma , on expressing shader-based GPU computation in C#/LINQ. Using Brahma, one can write a simple LINQ query to transform a matrix without ever touching HLSL code or compiler, neat stuff! The advantage of this approach

Twilight of the High-level UI Toolkit

I was reading Tim Sweeney’s write up on how fixed function GPUs and the APIs that depend on them are quickly becoming obsolete. Basically, as GPUs move toward programmable “shaders,” graphic engine writers can easily whip up their own efficient graphic

Reaction Diffusion using WriteableBitmap

For a while, I’ve been experimenting with reaction diffusion to provide for more “life like” surfaces. This reaction diffusion algorithm spreads colors out for a diffuse effect. To ensure responsiveness in the UI, the diffusion logic is run in a timer

Curved Polygons in WPF!

I found something on the web http://www.antigrain.com/research/bezier_interpolation/index.html about using Bezier curves to build polygons with smooth corners. Anyways, I ported this to WPF and it works very well! Basically, consider the last point (point0),
 
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