fixed links

This commit is contained in:
Sven Vogel 2024-03-02 14:34:46 +01:00
parent c1b5d732ca
commit 739a00f466
8 changed files with 9 additions and 9 deletions

View File

@ -1,4 +1,4 @@
# John Conway's Game of Life: 2D # John Conway's Game of Life: 2D
Multipass GPU implementation of the famous Game of Life. 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)

View File

@ -1,5 +1,5 @@
# John Conway's Game of Life: 3D # 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! Multipass GPU implementation of the famous Game of Life. But in 3D!
The rules of this 3D version are as follows: The rules of this 3D version are as follows:
@ -8,4 +8,4 @@ A cell lives if:
- or it has 4 alive neighboors - or it has 4 alive neighboors
otherwise the cell dies. 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)

View File

@ -1,6 +1,6 @@
# Various blur filters # 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: This folder contains implementations for the following 3 blur filters:
- box blur (sector 2) - box blur (sector 2)

View File

@ -1,5 +1,5 @@
# Chromatic-Aberration # 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 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. that are unable to focus light of different wavelengths to the same focal plane.

View File

@ -1,5 +1,5 @@
# Convolution-Filter # 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. 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. Note that blur filter are technically convolution filters as well despite them not being listed here.

View File

@ -1,5 +1,5 @@
# Dilation / Erosion filter # 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. Dilation is the process of intesifying the brightessed pixel of a kernel, where as erosion intesifies the darkesed pixel of a kernel.

View File

@ -1,5 +1,5 @@
# Optimized-Bilateral-Filter # 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. 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.

View File

@ -1,5 +1,5 @@
# Simple Parallax Occlusion Mapping # 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 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. but performs a ray casting algorithm on the surface which acts a "portal" to a more detailed surface.