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# John Conway's Game of Life: 2D
Multipass GPU implementation of the famous Game of Life.
![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Game-of-Life-2D/overview.png)
![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Game-of-Life-2D/overview.png)

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# John Conway's Game of Life: 3D
![Game of Life 3D](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.png)
![Game of Life 3D](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.png)
Multipass GPU implementation of the famous Game of Life. But in 3D!
The rules of this 3D version are as follows:
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- or it has 4 alive neighboors
otherwise the cell dies.
[Watch video preview](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.webm)
[Watch video preview](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Game-of-Life-3D/overview.webm)

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# Various blur filters
![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Blur-Filter/overview.png)
![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Blur-Filter/overview.png)
This folder contains implementations for the following 3 blur filters:
- box blur (sector 2)

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# Chromatic-Aberration
![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Chromatic-Aberration/overview.png)
![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Chromatic-Aberration/overview.png)
This is a crude implementation of a 2D filter mimicing the effect of chromatic aberration which happens with real world lenses
that are unable to focus light of different wavelengths to the same focal plane.

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# Convolution-Filter
![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Convolution-Filter/overview.png)
![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Convolution-Filter/overview.png)
Convolution filter are filters that take a kernel and sum up every pixel and multiply that pixel with the corresponding element of the kernel.
Note that blur filter are technically convolution filters as well despite them not being listed here.

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# Dilation / Erosion filter
![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Dilation-Erosion/overview.png)
![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Dilation-Erosion/overview.png)
Dilation is the process of intesifying the brightessed pixel of a kernel, where as erosion intesifies the darkesed pixel of a kernel.

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# Optimized-Bilateral-Filter
![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Optimized-Bilateral-Filter/overview.png)
![overview.png](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Image-Filtering/Optimized-Bilateral-Filter/overview.png)
In part 1 you can the example image with noise applied to it. In sector 2 you can see the denoised image and in sector 3 is the original unfiltered image.

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# Simple Parallax Occlusion Mapping
![POM](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Simple-Parallax-Occlusion-Mapping/overview.png)
![POM](https://git.montehaselino.de/servostar/Shadertoy-Shaders/raw/branch/main/Simple-Parallax-Occlusion-Mapping/overview.png)
Parallax Occlusion Mapping is a way of adding 3D bumps to a flat surface, based on a heightmap. This does not actually displace the geometry
but performs a ray casting algorithm on the surface which acts a "portal" to a more detailed surface.