| Tesseract Gpu Processing  
 Beta Implementation PDF 
                              / DOC 
                              / DEMO / 
                              VIDEO    GPU Objects with Collision and PhysicsA framework for developing Stream apps through 
                              paletted Gpu-Objects. A "Schema Shader" is emulated in software to batch process 
                              calculations on large (65,536) groups of objects.  These objects can be 
                              rendered with light-weight models like triangles and drawn efficiently.   We implement a simple instruction set in HLSL code which are 
                                              combined end-to-end to create instruction phrases which can be mapped to 
                                              Object-oriented functions.   Data is stored in a stack of textures, with each texture 
                                              representing a single traditional CPU variable and N objects, as defined by the 
                                              size of the texture.   The processor uses multiple passes to run shader 
                                              instructions against textures. When the processor runs an instructions 
                                              sequentially, which creates a low-level process stream.  This allows us to map functions from OOP code into a Stream 
                                              instruction set. We have implemented standard force-based physics equations 
                                              as an example of the processor.  Fleshing out the collision model is all 
                                              that is neccessary to complete a model. This is significant, as this moves both draw and physics 
                                              update cycles to the GPU.  It frees the CPU-GPU bridge interface from 
                                              data-stream updates, opening up bandwith to use for CPU messages and control 
                                              signals used to manipulate the objects.  In effect, a GPU persistant world 
                                              with remote controls.   
 
 Prototype ImplementationObject Oriented Approach to GPU ProgrammingPDF Summary of theoretical work prior to prototype implementation. 
 glCompShader
 
 
 
 Background Research SummaryGLSL Primer - Intro to GLSL with simple 
                                          example and resources.
 GPU Footprint - Justification for GPU 
                                          persistant objects.
 
 VertexProcessing - Using the vertex 
                                          processor to do interesting things.
 
 
 
 
 
 These are unedited videos from various stages of development.Higher numbered files contain more recent footage.
 We are currently working a more published video montage, however, we wanted to 
                              show off some raw footage in the mean time. 
 |