Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.
Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.
Welcome to #TextModeTuesday! For the next few weeks I'll be posting some projects & experiments related to this just spontaneously made up hashtag. If you've got something related to interesting text-based art/experiments, patterns, ASCII-art, ANSI-art etc. please share — the more, the merrier...
To start with, here's an experiment from a few years ago to demonstrate some capabilities of https://thi.ng/text-canvas and https://thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).
Demo:
https://demo.thi.ng/umbrella/ascii-raymarch/
Commented source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/ascii-raymarch/
Hotkeys:
- c = toggle color on/off
- t = toggle theme switch
- space = toggle update
WebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
https://demo.thi.ng/umbrella/shader-ast-raymarch/
#TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching
"Several hours later.."
Okay! I think I got it down now! The key was limiting maximum step size for the raymarcher to a constant value, and doing a proper square falloff for the light intensity! 👍 😃
I'm playing a bit with glow tracers, trying to figure out the mathematical theory behind, but it's crazy how sensitive they are to the parameters.
Sierpinski triangles on an icosahedron, inspired by Ghee Beom Kim
#sierpinskitriangle #icosahedron #geometricart #fractal #fractalart #iteratedfunctionsystem #3dgraphics #raymarching #pythoncode #numpy #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
Рендеринг трёхмерных фрактальных множеств: от губки Менгера до Мандельбокса, часть 2
Привет, Хабр! Меня всё также зовут Андрей Гринблат, и в первой части я начал рассказывать о такой технологии, как ray marching, и о нормированных пространствах. В этой части начнём с построения простых геометрических фракталов — губки Менгера и тетраэдра Серпинского, затем построим IFS-фракталы, рассмотрим технику орбитальных ловушек, и в завершение построим фрактал «Ящик Мандельброта», или Мандельбокс.
https://habr.com/ru/companies/sberbank/articles/954726/
#сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы
This new black hole demo is to celebrate the a new release of my library POINTS (https://github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.
The API docs are located here too:
https://absulit.github.io/points/apidocs/
All live demos are located here:
https://absulit.github.io/points/examples/
#webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi
Simulation of a Kerr Black Hole in WebGPU.
Created using raymarching, the ray paths are distorted the closer they get to the black hole.
Watch live here:
https://absulit.github.io/points/examples/index.html#bh1
#webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space