11. September 2011 11:57
An idea by Mads Gram-Hansen led me to create this application.
Send to Kindle is an Android application, which can take almost any web page or document, transform it into something more readable and then send it to your Kindle. The application is built in Java, using the Android SDK.
To reduce the footprint of the application, and allow for fine tuning of the algorithm that transforms web pages into something more readable without having to update the application, the application itself is not responsible for transforming the web pages into something more readable. Instead, this is done in a webservice. The webservice is built using WCF and communicates with the application using JSON.
Below is a video of an earlier version of the app:
Next is a few screenshots of the application:
Download (requires an Android phone)
WCF, C#, JSON
Jacob Nielsen (programmer), Mads Gram-Hansen (idea)
9. November 2009 06:49
My master thesis on real-time conversion of directed acyclic graphs to polygonal meshes using the geometry shader.
The technique is comprised of two parts. One part which pre-processes the graph in an offline step, and the second part which converts the graph, in real-time, to a polygonal mesh in the geometry shader stage. Finally the mesh is tessellated using the Curved PN Triangles method, also done in the geometry shader stage.
Each node in the graph is described by a direction, a radius and a length.
The graph can be manipulated in real-time, making it possible to animate the graph, add new nodes to the graph or remove nodes from the graph.
Conversion of Graphs to Polygonal Meshes from Jacob Nielsen on Vimeo.
2a and 2b) Initial coarse mesh created (wireframe and shaded)
3a and 3b) Mesh after tessellation (wireframe and shaded)
DirectX 10, Geometry Shader, C++, HLSL
Master Thesis (PDF - 2.08 mb)
8. November 2009 08:29
A game made for the Imagine Cup 2009. We qualified for the semi-final.
PC-Version Requires XNA Game Studio, a free download from Creators Club. Best played with an Xbox 360 controller
Per Rasmussen (programmer), Jacob Nielsen (programmer), Zejn Luti (game designer) and Martin Henningsen (artist)
7. November 2009 06:30
Final project in the course Real-Time Graphics for Games and Virtual Reality at DTU.
Atechnique that utilizes displacement mapping in the vertex shader to render a huge terrain (endless through repetition) at a constant high frame rate. The technique is based on the principle of having a static grid mesh which always covers the view frustum and (almost) nothing more. The height of each vertex is then taken from a height map supplied to the vertex shader as a texture.
Terrain Rendering using Displacement Mapping from Per Rasmussen on Vimeo.
XNA, C#, HLSL
Per Rasmussen, Jacob Nielsen
5. November 2009 08:32
A game made at DADIU as a joint production. The game had to be controlled using only 4 keys and no mouse. Furthermore we were restricted to using the Source engine. The game was made during a period of 1 month.
Source game engine, C++
Jacob Nielsen (lead programmer) and a team consisted of 2 other programmers, 2 audio progammers, 2 artists, 2 animators, 1 game designer and 1 game instructor.
4. November 2009 08:24
A game prototype made in the course Introduction to Computer Game Prototyping at DTU.
Per Rasmussen, Jacob Nielsen