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187 results for “sibaku”

  1. Today's post was mostly made for myself as a kind of notebook for algorithms and derivations for a few common sampling method for #pathtracing. sibaku.github.io/site/sampling/ Whenever I wanted to look these up, I found either differing syntax, missing derivations, or just everything being scattered around. So I wrote it down and added interactive visualizations (just remade them all from the first version actually). Maybe useful to someone else! #math #computergraphics

  2. Recently saw some posts here again about #math notation being hard to read and I also saw the famous Freya Holmér tweet about for loops and sums again, so I thought I might just write up some common math notation and how that translates into simple #code. Maybe interesting for #gamedev folks who sometimes have to implement more complex algorithms.
    Not sure if that is helpful to anyone, but if so, I would be glad. Utilizes #LiaScript for nicer design and code.

    liascript.github.io/course/?ht

  3. Because of yesterday's post I looked at some other #liascript docs I made. Don't think I posted this one here, at least not for a while: liascript.github.io/course/?ht
    It is about quaternions! I have seen a lot of #gamedev posts about how confusing and esoteric they are. The doc is about how you can understand the geometric meaning behind unit quaternions just from the formulas! It is just an axis to rotate around and an angle! Also contains a short intro into interpolation with animations! #math #cg

  4. Spent an hour or so tonight to make a quick and dirty visualization of inverse transform sampling! A very important tool in Monte Carlo integration. Basically, you compute the cumulative probability (CDF) from a density function (PDF). You then sample uniformly in [0,1] and invert the CDF for that value. The resulting points are distributed according to your PDF! Interactive Fiddle: jsfiddle.net/n5aeL2ms/1/
    Made with: github.com/sibaku/algeobra
    #math #sampling #diagrams #algeobra

  5. Yesterday I made a post about SAT. That got me thinking about another nice operation! The Minkowski difference. For two sets A and B, it is just the set of all points a (in A) - b (in B). One of the cool things about that is, that you can test two convex shapes for collisions! If they have a point in common, the Minkowski dif. contains the origin (a-b=0)! Try it out here: jsfiddle.net/b9tnpa5x/
    #math #programming #javascript #collision #physics #algeobra
    Made with github.com/sibaku/algeobra

  6. The separating axis theorem (SAT) is one of my fav theorems, since it is actually pretty simple and visually plausible, but also pretty powerful in the information you can get when applied to colliding objects. As I updated my #algeobra library (github.com/sibaku/algeobra *wink wink*) today to produce svgs, I made some svgs of the SAT demo! :)
    The demo can be found here: jsfiddle.net/L4r6ktnh/1/
    #math #geometry #collision #physics

  7. Did a bit of refactoring to my #algeobra #javascript library default rendering! Algeobra is a geogebra-esque tool to easily create all kinds of (interactive) #math #geometry diagrams for browsers in code. And now you can also export everything to SVG!
    You can find the library here: github.com/sibaku/algeobra
    There are quite a few demos with code and #JSFiddle as well.
    The one for the video (with SVG export) is here: jsfiddle.net/kjsL84r0/
    #programming #TeachingTools

  8. Did a bit of refactoring to my #algeobra #javascript library default rendering! Algeobra is a geogebra-esque tool to easily create all kinds of (interactive) #math #geometry diagrams for browsers in code. And now you can also export everything to SVG!
    You can find the library here: github.com/sibaku/algeobra
    There are quite a few demos with code and #JSFiddle as well.
    The one for the video (with SVG export) is here: jsfiddle.net/kjsL84r0/
    #programming #TeachingTools

  9. Did a bit of refactoring to my #algeobra #javascript library default rendering! Algeobra is a geogebra-esque tool to easily create all kinds of (interactive) #math #geometry diagrams for browsers in code. And now you can also export everything to SVG!
    You can find the library here: github.com/sibaku/algeobra
    There are quite a few demos with code and #JSFiddle as well.
    The one for the video (with SVG export) is here: jsfiddle.net/kjsL84r0/
    #programming #TeachingTools

  10. Did a bit of refactoring to my library default rendering! Algeobra is a geogebra-esque tool to easily create all kinds of (interactive) diagrams for browsers in code. And now you can also export everything to SVG!
    You can find the library here: github.com/sibaku/algeobra
    There are quite a few demos with code and as well.
    The one for the video (with SVG export) is here: jsfiddle.net/kjsL84r0/

  11. Did a bit of refactoring to my #algeobra #javascript library default rendering! Algeobra is a geogebra-esque tool to easily create all kinds of (interactive) #math #geometry diagrams for browsers in code. And now you can also export everything to SVG!
    You can find the library here: github.com/sibaku/algeobra
    There are quite a few demos with code and #JSFiddle as well.
    The one for the video (with SVG export) is here: jsfiddle.net/kjsL84r0/
    #programming #TeachingTools

  12. Quaternions are one of those things I see a lot of people in CG being confused about (doesn't help that a lot of people leave out "normalized"). If you are only planning to use them for rotations, their meaning is simple: A quaternion is a rotation about an angle around an axis. That's it. They are NOT three angles. I wrote a small derivation of the maybe confusing qpq* formula. Only really requires trigonometry and vectors.
    liascript.github.io/course/?ht
    #math #cg #quaternions

  13. Added another tutorial. This one is about showing the idea behind the wonderful separating axis theorem (SAT). We can check, if two shapes don't intersect, if we can find a separation line. You can find the full code together with online JSFiddle versions and the library itself here: github.com/sibaku/algeobra
    #javascript #math #collisiondetection #programming

  14. Saw some post a few days ago showing some kind of fractal with varying density encoding an image, so I tried it as well :) This uses a Hilbert curve with adaptive subdivision to approximate the value of an image. The color one uses one curve per channel #programmingArt #mastoArt

  15. Was praised by my #Japanese teacher for being able to speak a lot quicker than usual🥹Learning a language is such a long and hard endeavor, so it's nice to see small improvements even if you are far from fluent 🥹Finally finding speaking partners (on #helloTalk) and taking some speaking lessons (on #italki) did help a lot. Highly recommend using these or similar services to just find someone to talk to in your target language

  16. My quick sketch to jump in to honor Akira #Toriyama, an incredible artist who was a big part of my childhood and was also a big factor in getting me interested in drawing. Period accurate graph-paper school lesson doodle like drawing of Son Goku #art #mastoArt

  17. Randomly thought about this topic tonight. One scary #math symbol that comes up in many places is the #Laplacian, that weird triangle Δ! What even is that? While you can do some smart math things to get an intuition for what it means, you can also try to make some simpler calculations! Turns out, it can be seen as a measure of how much a value at a point differs from its surroundings! Always liked this approach to show it to people, since imho you don't need too much background knowledge!

  18. Made the first diagram for my simple visual geometric intuition behind the determinant document. This one is about adding one row/column to another one, which does not change the determinant. As expected, this is just the formula for the area of a parallelogram 😅 A bit more involved to code, but I think it looks kinda nice :)
    #math #teaching #javascript #algeobra

  19. Hm... I think I will do a little visual intuition #LiaScript doc about the determinant and how it corresponds to area/volume 🤔 I feel that many people are very confused by the #determinant when they encounter it in a linear algebra #math class. At least in mine, it was this weird abstract function (granted, this way of going about things also has its positives), not like a geometric thing. Then you see it popping up in like multivariate integrals with volume elements and its like... huh?

  20. Hm... I think I will do a little visual intuition #LiaScript doc about the determinant and how it corresponds to area/volume 🤔 I feel that many people are very confused by the #determinant when they encounter it in a linear algebra #math class. At least in mine, it was this weird abstract function (granted, this way of going about things also has its positives), not like a geometric thing. Then you see it popping up in like multivariate integrals with volume elements and its like... huh?

  21. Hm... I think I will do a little visual intuition #LiaScript doc about the determinant and how it corresponds to area/volume 🤔 I feel that many people are very confused by the #determinant when they encounter it in a linear algebra #math class. At least in mine, it was this weird abstract function (granted, this way of going about things also has its positives), not like a geometric thing. Then you see it popping up in like multivariate integrals with volume elements and its like... huh?

  22. Hm... I think I will do a little visual intuition doc about the determinant and how it corresponds to area/volume 🤔 I feel that many people are very confused by the when they encounter it in a linear algebra class. At least in mine, it was this weird abstract function (granted, this way of going about things also has its positives), not like a geometric thing. Then you see it popping up in like multivariate integrals with volume elements and its like... huh?

  23. I had a small idea today. I am not a gamedev myself, but have seen/talked to folks without a math background confused about vector stuff. So I thought, why not show some applications with the math condensed for common tasks. Especially various dot product applications. Probably already exists somewhere, but it is a fun thing to make lol. Not finished, but made initial scripts for basic distance and a point in cone check with my #algeobra library. #math #gamedev #js #teaching

  24. Here is an old shadertoy demo I made: Three shadow mapping techniques. Basic, PCF and variance shadow maps :)
    Have a look, if you want to see how to implement the base level versions :)
    shadertoy.com/view/MlKSRm
    #graphicsprogramming #rendering #shadertoy #shadowmap

  25. Not sure how the vibe here is about sharing music, but I will just go ahead: Please have a listen to chelmico! They make super fun music and videos. First found them in the intro to the anime "Keep Your Hands Off Eizouken!" and found their other songs to be great as well!
    youtu.be/P7ds78eOLjU
    #music #chelmico

  26. Not sure how the vibe here is about sharing music, but I will just go ahead: Please have a listen to chelmico! They make super fun music and videos. First found them in the intro to the anime "Keep Your Hands Off Eizouken!" and found their other songs to be great as well!
    youtu.be/P7ds78eOLjU
    #music #chelmico

  27. Not sure how the vibe here is about sharing music, but I will just go ahead: Please have a listen to chelmico! They make super fun music and videos. First found them in the intro to the anime "Keep Your Hands Off Eizouken!" and found their other songs to be great as well!
    youtu.be/P7ds78eOLjU

  28. #PortfolioDay My name is Sabaku, I'm a german based gamedev and artist, who worked on bangers like #Skellboy #Bubsy4D and #DemonTides . I feel familar in multiple mediums like Pixelart, 3D Asset Production and digital conceptart. I'm planning to open commissions somewhat this year!

  29. #PortfolioDay My name is Sabaku, I'm a german based gamedev and artist, who worked on bangers like #Skellboy #Bubsy4D and #DemonTides . I feel familar in multiple mediums like Pixelart, 3D Asset Production and digital conceptart. I'm planning to open commissions somewhat this year!

  30. #PortfolioDay My name is Sabaku, I'm a german based gamedev and artist, who worked on bangers like #Skellboy #Bubsy4D and #DemonTides . I feel familar in multiple mediums like Pixelart, 3D Asset Production and digital conceptart. I'm planning to open commissions somewhat this year!