🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
https://benoit.paris/posts/jax-ray-marcher/ #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated
JAX's true calling: Ray-Marching renderers on WebGL

JAX’s true calling: Ray-Marching renderers in Python on WebGL Demo (move your mouse/thumb across the image) Why, though? Well, I’ve been drooling over this tool the cool kids use, and wondering how I can join the gang. It’s called JAX. It’s got GPU accelerated functions over n-dimensional arrays. And built-in compile-time differentiability of these!? Auto-vectorization?? And you just have to do like with numpy. What’s not to like? Go home APL!

That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

#gamedev #vulkan #3d #graphicsprogramming #raymarching

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.

#sologamedev #solodev #indiedev #vulkan

It's been a while since I did a #devDiary but I've recently updated the #stars in Teskooano to use volumetric #raymarching and new effects like the Wolf-Rayet wind cloud #threeJS #webGL #simulation #gameEngine #gameDev

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

Also, ran out of space, but maybe these tags will increase visibility: #SDF, #Blender, #blender3d, #Raymarching, #Lightwave, #Maya, #3dmodel, #DCC

"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! 👍 😃

#raymarching #fog #light #beams #shader #programming

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.

#glsl #raymarching #math

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

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...

Хабр