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    974 shader jobs fundet, i prisklassen EUR

    ...transparent Pic 5 Input: C++ Code : Ogre3D based MFC Application Mesh File: Triangulated Mesh files of various sizes. Loader included in the code. Geometry can have texture and multiple parts. And other display modes like Wireframe, Hidden line removal are there. Output: - Section code handled by shader in both HLSL and GLSL - Ogre3D version 2.1 complied code. - GLSL is priority. - HLSL is nice to have. Acceptance Critiria: - GLSL Shader has to work with in all openGL Versions above OpenGL 1.2. - Have to work with attached 5 sample files. Note: in attached file OgreMFCcae is the source file. Read more in attached MS-Document file....

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    Hello! I have attached a photo of what I would like. You should be a big fan of the Volund hair shader, and you should have already created hair with the Volund setup for Unity. You have to be good at texturing, hair meshing and the Volund shader. Please send me a screenshot of your hair work in Unity so that I know that it will work. Please don't reply without sending a screenshot of your hair in Unity, this would be important to me. Else I won't reply. Thank you very much.

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    Hi RyuMaster, please would you be able to update the sample to work with 3D rendering? Placing a texture on a quad rendered with pixel and vertex shader?

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    ...es3jni -The iOS version should draw to a GLKit View, as in this example Additional code to write: -The function ImageProcessing.py->blendImages computes the alpha channel that should be applied to the face mask, this should be converted to a shader -The code should be able to load and unload face masks on the fly from a function call instead of from a constant variable such as image_name in the python code -Loading a face mask should be asynchronous to the point it does not freeze the drawing code, and continues to draw while loading the next face mask -The code should be able to handle the video source switching, such as switching the

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    Project for vrcoder Udløbet left

    Hello VRCoder, I am a creative coder from Montreal Canada and I am working on multiple projects at the moment. I have a lot of project involving Virtual Reality and augmented reality and I was starting to think about hiring some help. I was wondering if you have a good experience of GLSL Shaders as I am working on a system for this kind of project right now. I am managing 3+ millions particles in a shader system that are created by inputing a 3D camera texture. I was wondering if you have any experience with this kind of advanced work so you could maybe help me with it. I see that you are working with processing which is a really good thing. Do you have experience in the software called touchdesigner? Thanks for your answer

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    processing Udløbet left

    I have a programming problem trying to make a 2D fragment shader using GLSL I'm using the programming language "processing" rather than something like C++ which makes it kind of niche for anyone unfamiliar with that language. But it's possible it could be done in Java, I will look it up. Or maybe even in pure GLSL? Anyways, I just wan't a template for how to do one pass per frame and do the next pass on the previous output, ̶i̶t̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶d̶o̶ ̶a̶n̶y̶t̶h̶i̶n̶g̶ ̶g̶r̶a̶p̶h̶i̶c̶a̶l̶l̶y̶ ̶f̶a̶n̶c̶y̶ but having this "persistent" canvas is very important. UPDATE: I now have a template that seems to be working. So the requirement changed a bit (and thus I might have to raise the budget a bit) I actually do need ...

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    Project for vrcoder Udløbet left

    Hi vrcoder, I am working on a project (openframeworks) where I have ajusted a shader from shadertoy. I am missing the expertise to do the final ajustments etc. Can you contact me for a talk about possible job? the price is up for discussion :-) I am new to freelancer.com, so bear with me _per

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    i would like someone to design this cat for me

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    ...The code is simple/short and I can walk you through it. Having no experience with openGL I am having trouble adding just the last few features that were present in the old CPU version. Mainly, I need to add 2 FBOs (frame buffer objects) and have a total of 3 fragment shaders. FBO 1: Accumulate pixels from Shader 1 FBO 2: Accumulate pixels from Shader 2 Fragment Shader 1: Draw lines (gray scale) Fragment Shader 2: Draw dots (gray scale) Fragment Shader 3: - Combine the results of Shader 1 and 2 (now we have pixel brightness values) - Translate brightness to RGB via colormap texture (ALREADY IMPLEMENTED!) - Display the final image. - For each pixel, reduce brightness value (This is like pixel decay, so imagine a dot moving across the screen, it...

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    Lift/Gamma/Gain GLSL Shader for webGL implementation

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    Implement Normal Mapping shader into OpenGL / C++ Builder XE2 Project Develope the required code lines to make this shader available in an existing OpenGL / C++ Builder Project. (Shader name is: "" from Shader Designer) I would like to apply this shader for both, single VBO objects and terrain, taking into account that it should work together with the already implemented shaders for texture splatting, shadow mapping, etc. Provide explanation about the needed steps to achieve the job. Coment your code so that I can understand the implementation. Setup a method to skip or disable normal mapping allowing the flow of the shader without this feature. Download attached doc.

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    Hello, the job is to convert images to shaders for a cad software. The site of the images is: You have to install a testversion of the cad software Vectorworks. You need a computer with 4gb ram and 1gb dedicated ram of the graphic card. There must be converted images to a 3d material. There are four Groups: Weiss (29 images) Uni (124 images) Holz (134 images) Materialreproduktionen (58 images) For more infos see the video.

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    Hello, the job is to convert images to shaders for a cad software. The site of the images is: You have to install a testversion of the cad software Vectorworks. You need a computer with 4gb ram and 1gb dedicated ram of the graphic card. There must be converted images to a 3d material. There are four Groups: Weiss (29 images) Uni (124 images) Holz (134 images) Materialreproduktionen (58 images) For more infos see the video.

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    Hi coders, I need a specific GLSL shader to be implemented for a scene in my audio-visual performance. It contains particles which reacts with another geo driven by a Kinect sensor in realtime. Hope this is helpfull. More info will be provide on private messages. And more shaders will be needed. Deadline of the whole project in April. Thanks and feel free to bid your own price. P.S. Shaders must be created in a concrete aesthetics

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    ...at the same position) - so in VR they are flashing. Please repalce the current fridge with a fridge asset you like. We need to interact with it - open the door for example). Requirements to the new model: - ready to integrate in Unity VR (Steam VR) - good structured hierarchy (english) with splitted model parts - photorealistic textures and materials (please use the standard unity pbr shader) - create realistic lightning in unity (reflection probes...) - place more assets for more realistic details in the bus (tee cup, soap dispenser, bottle, ... information: the bus is a transportable hostpital) Further information: - we will provide pictures of the real existing bus (9.2. - 11.2) - 3D CAD model - our current stage of the current unity project (you can modif...

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    ...at the same position) - so in VR they are flashing. Please repalce the current fridge with a fridge asset you like. We need to interact with it - open the door for example). Requirements to the new model: - ready to integrate in Unity VR (Steam VR) - good structured hierarchy (english) with splitted model parts - photorealistic textures and materials (please use the standard unity pbr shader) - create realistic lightning in unity (reflection probes...) - place more assets for more realistic details in the bus (tee cup, soap dispenser, bottle, ... information: the bus is a transportable hostpital) Further information: - we will provide pictures of the real existing bus (9.2. - 11.2) - 3D CAD model - our current stage of the current unity project (you can modif...

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    Recreating with sci-fi materials and shader only the ceiling of Russian Orthodox Church of the Saviour on Spilled Blood in saint Petersburg for a Video Compositing.

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    ...EITHER: 1. The Color Lookup shader re-written to accept and interpolate common dataCube formats which can be visualized with the haldCLUT pattern or: 2. an array converter that parses common dataCube formats and re-arranges the RGB Array to reflect the 'unwrapped' LUT order that we're currently passing into the shader. (square texels) If we were to go with option 2 I'd like to uncouple the conversion from the actual application (I've looked into converting haldCLUT data order to unwrapped order and it doesn't seem like a good idea to run the conversion at runtime...). So I would need a tool (anything I can run on Windows or OSX) to convert the dataCube formats into texture values that I can build a dataTexture with, that is then sampled in t...

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    We are a VR startup and are looking for only the best people to work with! You should have work on impressive projects, money do not matter. You should have advisory function. Required: - Computer Vision Tasks, 3D Graphics Development - Content Streaming and Distribution knowledge, video codec knowledge Optional: - knowledge of rendering systems, pixel and shader buffers Only apply when you are an expert.

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    Write some Software Udløbet left

    We are a VR startup and are looking for only the best people to work with! Required: - Computer Vision Tasks, 3D Graphics Development - Content Streaming and Distribution knowledge, video codec knowledge Optional: - knowledge of rendering systems, pixel and shader buffers Only apply when you are an expert.

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    Write a C program which uses OpenGL to transfer two matrix on GPU, multiply it there and receive result. Steps: 1. Transfer two large matrices (min. 100 MB) on GPU 2. Compile and execute shader to calculate the matrix multiplication 3. Transfer the result to CPU and verify the result The shader need to calculate the result in parallel (per row would be ok), to achive maximum performance. Write a C program as console application. Use random data for the matrices. Only use OpenGL, no libs with similar functionallity. Provide your best offer as bid.

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    I to add Anti-Fish eye effect to my libGdx project. Sth like attachment.

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    Hey, are you available for consultation? I'd like to pick your brains on implementing 16-bit per channel image processing. This is directly related to the shader you've been working on. I'd like to discuss the necessary steps involved in implementing higher precision processing to minimize rounding errors (which become visually obtrusive with multiple shader passes that operate at low precision). The catch is that the source image material is often limited to 8bpc which would have to be interpolated to 16-bit internally for processing before being 'dithered' back to an 8-bit output. I believe this is the common approach for a lot of video editing software but I lack the experience and skills to implement this is WebGL. So here's what I'm ask...

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    We're looking for a talented shader and texture artist operating in Unity 3D with knowledge in Shader Forge plugin. The objective is to improve our current shaders and textures in our human anatomy 3D models.

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    Hey, the shader you already optimized needs two modifications: 1.) Efficient dithering to avoid 8-bit banding 2.) Re-add the 'mixAmount' uniform from original shader to set LUT intensity (percentage of color mapped output vs srcColor)

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    i have 2 shader i want to get both properties in one

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    There used to be a software called nature illumination studio , i want that mask brush feature to convert water part in a 2d image to make it animated like water flow effect. only bid if u can explain how u can do this

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    Need implement a Light or shader like the image attached

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    i'm working on a scene in which i need as soon as possible a shader that has the same caratteristics and values of the standard specular shader but that is duplicated, almost if having two standard specular material in only one shader and the second one (shader/material) overwrite the first one via a 2D texture that acts like a mask.

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    Project for vrcoder Udløbet left

    Hi! Very impressive set of skills and resume! I think you would be perfect to contribute to my project. I need a talented and experienced developer to improve interpolation in a GLSL Color Lookup fragment shader. I'm currently dealing with banding and color transform inaccuracies due to insufficient linear interpolation in the shader. We need to implement another interpolation algorithm to get smoother color mapping results while not killing performance (I'm thinking bi-cubic might be a good approach but I'm not sure). Let me know if you're available or if you have any questions. I would LOVE to work with you.

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    I need some C# code written to convert an existing active stereo signal (quadbuffered opengl) to a passive signal (side-by-side) from Unity 3D 5.3.6. ...unity project that is already producing an active stereo (quadbuffer openGL) 3D image. I need both displays to show a 3D stereoscopic image simultaneously. One display would show the existing quadbuffer openGL, and the second display would replicate that image to an external 3D (side-by-side) passive monitor [LG3D TV]. The PC is running windows 10 with an nVidia K2200 Quadro card. Perhaps a unique shader would work? Or perhaps a simple routine to write the current video buffers to an external 3D monitor? I would be willing to use an AMD sapphire card if that facilitates a quicker solution. I have already deposited funds for this ...

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    We need a Shader allowing to specify one color per orientation of an object's faces : - leftColor (faces that are turned towards west) - rightColor (faces that are turned towards east) - frontColor (faces that are turned towards south) - backColor (faces that are turned towards north) - upColor (faces that are turned towards the sky) - downColor (faces that are turned towards the ground) The attached Shader allows that but in an incomplete way : the main problem is that in this Shader the camera seems to be taken into account in the rendering calculation. We want this to be removed so that the Shader behaves independently from the camera. Only the object's position in the 3D world should be taken in consideration. Also please take notice t...

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    I am looking fo an artist that could help me convert this model in Unity and apply texture/color on it. Model: Job: - Convert and optimized for Unity - Apply shader and color in Unity to make it epic! :) This is an internal project; we are not paid for it, so I don't have tons of money, but if the project goes ahead, there will be more work. If you think you can help, please bid on this project. :)

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    We need a glass shader for Frak Engine (). The shader can be similar to this example Must run 60fps with this test on a integrated Intel graphics gpu.

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    Hello, I am an experianced web developer but new to iOS development and looking for someone to help me get started with a basic template app. I would like an app and source code developed in xcode that uses Metal https:/...developer but new to iOS development and looking for someone to help me get started with a basic template app. I would like an app and source code developed in xcode that uses Metal to display a 3d object (.obj, .3ds or similar) on the screen with basic lighting. I also need to be able to modify the rendering using the Metal Shading Language (a fragment and vertex shader). I am hoping someone can develop this basic app and show me how to build, deploy and modify it along with a basic explanation of the important parts of the code.

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    ...visualisers. 4b) Audio Player has shuffle, play & pause,mute,volume bar, audio timeline, total minutes played, total minutes of audio - see attached image Audio Player. 4c) Audio Player is simple, modern, fixed on the bottom of the page, spread wide across to fit the screen - see attached. 5) Video preview: Visualiser 1 Design (Uses shader - in Unity3D): This was done by a previous freelancer who longer could continue to do work due to their personal reasons, I would like the first Visualiser to be better with some modifications. As you can see, the name i-neo will be replaced with a logo design that I will give you after you are awarded the project. 6) 5 Milestones:

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    Write some Software Udløbet left

    A game/movie/audio engine which includes the following components needs to be built: Uec - unique engine core Uai - unique artificial intelligence Upe - unique physics engine Umm - unique mesh maker Uma- unique mesh animator Umt - unique mesh texturer. Use - unique shader engine Uic - unique image creator Utm - unique texture maker Uui - unique users interface Uoc - unique object creator Upc - unique path creator UFC - unique foliage creator Usc - unique structure creator Umc - unique mission creator Uwc - unique world creator Uvs - unique voice synthesis Uac - unique audio creator full deatils of the above will be provide once the project has been awards and the NDA signed.

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    I need to accomplish the effect on this video: Particularly on time 1:28 What I need is the following: - A shader that displays wireframe/holographic style outline (see the above video for reference) - Ability to control the outline's color & alpha/transparency via code

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    Implement a new Entity that uses a new shader.

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    I'm looking for development help with an upcoming web project. I'm trying to implement the BadTV shader using over top of featured images on the website. This script was originally developed for video, but I want to implement an image that also is under these distortion and noise effects. This is the reference that I'm trying to mimic. Here are the scripts... BadTV: : Another potentially helpful reference: I've attached the image from the HBO site to use for testing. This project would require 2 parts: 1. Re-create the effect seen here with the attached

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    I need to create an opengl scene using c++ and sdl, with shader code, using textures, light boxes that can move and some onscreen text

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    I need to accomplish the effect on this video: Particularly on time 1:28 What I need is the following: - A shader that displays wireframe/holographic style (see the above video for reference) - Ability to control its alpha/transparency via code - A script to make the standard shader appear similar to an alpha/transparency control via script.

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    ...bottom of the screen and stays there still. The more the player touches crows, the more they go to the bottom of the screen, forming some kind of black pattern drowning the iPad screen, making the game more difficult because of the less big space for the finger to move. The game over happens when the screen is totally obscured. You will use the Asset « Bird Flock » I can give you, and a Shader on the camera to make it 100% black and white. This will give the game a nice chinese ink looks. Please contact me if you're interested. Best, Melanie ...

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    ...bottom of the screen and stays there still. The more the player touches crows, the more they go to the bottom of the screen, forming some kind of black pattern drowning the iPad screen, making the game more difficult because of the less big space for the finger to move. The game over happens when the screen is totally obscured. You will use the Asset « Bird Flock » I can give you, and a Shader on the camera to make it 100% black and white. This will give the game a nice chinese ink looks. Please contact me if you're interested. Best, Melanie ...

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    I need to accomplish the effect on this video: Particularly on time 1:28 What I need is the following: - A shader that displays wireframe/holographic style (see the above video for reference) - Ability to control its alpha/transparency via code - A script to make the standard shader appear similar to an alpha/transparency control via script.

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    Hello, I have bought a hair plugin off of UE4 marketplace and it is coded in pure C++ without any hair shaders or anything. It is CPU based and coded off the paper released by AMD based on TressFX. I would like it to be further optimized and have a custom shader written for it as UE4's default hair shader is pretty bad. This plugin just simulates hair kind of like TressFX but not as good. Needs some optimization work.

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    I would like a freelancer to use TressFX as a reference and code a Unreal Engine 4 shader plugin. This is a work first and pay later with chances of royalty.

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    I need a commented simple scene in OpenGL with fragment shader and vertex shader. Nothing of special, two sphere that moving in a scene and you need to be able to look around the scene with the mouse or maybe a solar system with planet that orbit around. If it's possible I need some simple shadow for the elements. The code must be commented and with fragment shader and vertex shader also.

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    I need programmer to code unreal engine 4 hair shader plugin.

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    1) When a User enters, Text message to appear saying "Detected subject.....Scanning the subject" my existing skeleton Avatar (fbx) to be introduced only when a user presence is found 2) When a user leaves, my skeleton model avatar to disappear from camera ....using dissolve shader effect Please note: You should connect to my PC and work as I have all the required environment setup already and I cannot share my existing code outside.

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