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

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