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#pbrt — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #pbrt, aggregated by home.social.

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  1. Dev Diary: Smarties / Skittles

  2. Dev Diary: LIDR data

  3. {picohdr} is now on CRAN!

    Read and write PFM and OpenEXR HDR images.

    I'll be using this package for 3d rendering with

    coolbutuseless.r-universe.dev/
    cran.r-project.org/package=pic

  4. {picohdr} is now on CRAN!

    Read and write PFM and OpenEXR HDR images.

    I'll be using this package for 3d rendering with #pbrt

    coolbutuseless.r-universe.dev/
    cran.r-project.org/package=pic

  5. abstract/organic art

    * 3d trig function
    * converted to mesh with marching cubes
    * 3d scene created with
    * Rendered with

  6. #RStats abstract/organic art

    * 3d trig function
    * converted to mesh with marching cubes
    * 3d scene created with #RStats
    * Rendered with #PBRT

  7. Re-voxelizing the bunny.

    I've tweaked the code to drop duplicate voxels. This avoids multiple voxels at the same location z-fighting for display and causing artefacts.

    This render is for @JensWiesehahn's eagle eyes!

  8. Re-voxelizing the bunny.

    I've tweaked the code to drop duplicate voxels. This avoids multiple voxels at the same location z-fighting for display and causing artefacts.

    This render is for @JensWiesehahn's eagle eyes!

    #RStats #PBRT

  9. Experimenting with generating meshes from implicit surfaces.

    High and low resolution meshes from the same surface.

    3D trig defines a surface. Marching cubes to convert to a mesh. Rendered in . Orchestrated in

  10. Experimenting with generating meshes from implicit surfaces.

    High and low resolution meshes from the same surface.

    3D trig defines a surface. Marching cubes to convert to a mesh. Rendered in #PBRT. Orchestrated in #RStats

    #RStats #PBRT #MarchingCubes

  11. The difference between a 1second render and a 5 minute render

    Blue bunny built out of LEGO bricks

    Scene created with and rendered with

  12. The difference between a 1second render and a 5 minute render

    Blue bunny built out of LEGO bricks

    Scene created with #RStats and rendered with #PBRT

    #RStats #PBRT

  13. Stanford bunny made of multi-coloured LEGO.

  14. If you're not voxeling your bunnies, then what are you even doing?

    Voxelised Stanford bunny rendered in 3D.

    Scene creation in , rendered in

  15. If you're not voxeling your bunnies, then what are you even doing?

    Voxelised Stanford bunny rendered in 3D.

    Scene creation in #RStats , rendered in #PBRT

  16. "Candy Candy Candy I can't let you go" - Iggy Pop, Kate Pierson.

    This one's for @baptnz - I just added a rotate and non-uniform scale and re-rendered.

    256 samples-per-pixel. Render time: 6 minutes. M2 Mac.

  17. "Candy Candy Candy I can't let you go" - Iggy Pop, Kate Pierson.

    This one's for @baptnz - I just added a rotate and non-uniform scale and re-rendered.

    256 samples-per-pixel. Render time: 6 minutes. M2 Mac.

    #RStats #PBRT

  18. "I want Candy" - The Strangeloves

    Mathematically positioned candies.

    * {poissoned} for sphere positioning
    * Random 'rainbow()' colouring
    * Scene created with {pbrtscene}
    * 2048 samples/pixel
    * 70 minutes to render (M2 Mac)

  19. "I want Candy" - The Strangeloves

    Mathematically positioned candies.

    * {poissoned} for sphere positioning
    * Random 'rainbow()' colouring
    * Scene created with {pbrtscene}
    * 2048 samples/pixel
    * 70 minutes to render (M2 Mac)

    #RStats #PBRT

  20. "The 1-bit Sphere Cluster from Blakes 7"

    I really like rendering with just 1 sample per pixel - even though this sort of negates having a whole physically based render :)

    A E S T H E T I C

  21. "The 1-bit Sphere Cluster from Blakes 7"

    I really like rendering with just 1 sample per pixel - even though this sort of negates having a whole physically based render :)

    A E S T H E T I C

    #LoveTheNoise #RStats #PBRT

  22. Milestone: {poissoned} submitted to CRAN - a pkg for 2d and 3d Poisson disk sampling.

    If spheres are used to render the Poisson disk sampling in 3D, it can be seen that the spheres can touch but do not intersect.

    A nice random jumble of spheres - positions created with {poissoned}, scene created with {pbrtscene} (Still a WIP) and all rendered with PBRT.

    github.com/coolbutuseless/pois

  23. Milestone: {poissoned} submitted to CRAN - a pkg for 2d and 3d Poisson disk sampling.

    If spheres are used to render the Poisson disk sampling in 3D, it can be seen that the spheres can touch but do not intersect.

    A nice random jumble of spheres - positions created with {poissoned}, scene created with {pbrtscene} (Still a WIP) and all rendered with PBRT.

    github.com/coolbutuseless/pois

    #RStats #PBRT

  24. I wonder what I could do with4D Poisson disk sampling.

    Would that be useful for some sort of animation?

  25. I wonder what I could do with4D Poisson disk sampling.

    Would that be useful for some sort of animation?

    #RStats #PBRT

  26. And now I can do Poisson disk sampling in 3D!

    This means I can have a jumbled array of cubes in random positions which don't actually touch, but are still distributed nicely in space.

    Not too sure on when I will need this, but it was an easy extension of the 2D poisson case.

    And the renders look gooood ! :)

    github.com/coolbutuseless/pois

  27. And now I can do Poisson disk sampling in 3D!

    This means I can have a jumbled array of cubes in random positions which don't actually touch, but are still distributed nicely in space.

    Not too sure on when I will need this, but it was an easy extension of the 2D poisson case.

    And the renders look gooood ! :)

    github.com/coolbutuseless/pois
    #RStats #PBRT

  28. "1960 DrWho colorful city"

    Alternate renders

    * 1-bit ordered dither
    * random rainbow colors

  29. "1960 DrWho colorful city"

    Alternate renders

    * 1-bit ordered dither
    * random rainbow colors

    #RStats #PBRT

  30. "My colourful city from a 1960s DrWho episode"

    Step by step:

    1. Poisson Disc sampling with {poissoned}
    2. Delaunay Triangulation with {rvoronoi}
    3. Scene creation with {pbrtscene}, then render with PBRT
    4. A splash of colour to make it FABULOUS

  31. "My colourful city from a 1960s DrWho episode"

    Step by step:

    1. Poisson Disc sampling with {poissoned}
    2. Delaunay Triangulation with {rvoronoi}
    3. Scene creation with {pbrtscene}, then render with PBRT
    4. A splash of colour to make it FABULOUS

    #RStats #PBRT

  32. And a closer shot of some details ...

    This is an extruded Delaunay triangulation of random points on the plane within a circle.

    Extrusion height is proportional to closeness to the centre of the circle.

    Render created with

  33. And a closer shot of some details ...

    This is an extruded Delaunay triangulation of random points on the plane within a circle.

    Extrusion height is proportional to closeness to the centre of the circle.

    Render created with #Rstats #PBRT

  34. 3D rendering with 1-bit ordered dither.

    Output via + (pacakge is still a work-in-progress)

  35. 3D rendering with 1-bit ordered dither.

    Output via #RStats + #PBRT (pacakge is still a work-in-progress)

  36. Celebrating a milestone for a new package (still in progress) to read/write a (very) limited subset of OpenEXR image specification !!

    I can now write an array to EXR which is understood by the standard viewer app 'tev' !!

    This pkg is quite fun as I'm leaning in to base R quite a bit, and working out the code structuring to handle the "type" translation between R and OpenEXR format.

    The "type" situation is very similar to what I'm tinkering with in as well.

  37. Celebrating a milestone for a new package (still in progress) to read/write a (very) limited subset of OpenEXR image specification !!

    I can now write an array to EXR which is understood by the standard viewer app 'tev' !!

    This pkg is quite fun as I'm leaning in to base R quite a bit, and working out the code structuring to handle the "type" translation between R and OpenEXR format.

    The "type" situation is very similar to what I'm tinkering with in #PBRT as well.

    #RStats

  38. 3D render of volcano dataset - False colour of (x,y,z) coordinates (in world space) mapped to RGB.

    +

  39. 3D render of volcano dataset - False colour of (x,y,z) coordinates (in world space) mapped to RGB.

    #RStats + #PBRT

  40. Depth map(?) of 3D rendering of volcano data.

    I finally got 'tinyexr' to read an image with XYZ components from a specific layer in PBRT's EXR output.

    Not exactly too sure what this layer actually represents - besides a Norwegian metal band's band T-shirt.

    +

  41. Depth map(?) of 3D rendering of volcano data.

    I finally got 'tinyexr' to read an image with XYZ components from a specific layer in PBRT's EXR output.

    Not exactly too sure what this layer actually represents - besides a Norwegian metal band's band T-shirt.

    #RStats + #PBRT

  42. Partial derivatives of camera-space depth z with respect to raster-space y

    PBRT can actually output a lot of juicy stuff into an EXR file, so I'm currently looking at reading these in with a new R pkg.

    The image looks a lot like an album cover for early 2000s atmospheric synth compilation.

    +

  43. Partial derivatives of camera-space depth z with respect to raster-space y

    PBRT can actually output a lot of juicy stuff into an EXR file, so I'm currently looking at reading these in with a new R pkg.

    The image looks a lot like an album cover for early 2000s atmospheric synth compilation.

    #RStats + #PBRT

  44. And now I can drape a PFM image (somewhat correclty) as a texture over the volcano terrain dataset!

    +

  45. And now I can drape a PFM image (somewhat correclty) as a texture over the volcano terrain dataset!

    #RStats + #PBRT

  46. Incorrectly using this PFM image as a texture in results on a lovely knitted throw rug your Nan gave you for your 8th birthday.

    +

  47. Incorrectly using this PFM image as a texture in #PBRT results on a lovely knitted throw rug your Nan gave you for your 8th birthday.

    #RStats + #PBRT

  48. Testing text justification

    +

  49. Testing some text alignment settings

    30 second render on my mac M2

    +

  50. Testing some text alignment settings

    30 second render on my mac M2

    #RStats + #PBRT

  51. Extruded polygons now working OK.

    Fantastic work by @yutannihilation to address an issue I had getting polygons to align using {string2path}. From github issue to a fix in only a few hours!

    This now means I can render some nice solid text! Included image: Copper lettering.

    ToDo:
    * try out some textures
    * get some basic terrain working
    * docs

    +

  52. Extruded polygons now working OK.

    Fantastic work by @yutannihilation to address an issue I had getting polygons to align using {string2path}. From github issue to a fix in only a few hours!

    This now means I can render some nice solid text! Included image: Copper lettering.

    ToDo:
    * try out some textures
    * get some basic terrain working
    * docs

    #RStats + #PBRT

  53. Terrain #1

    I'm trying to recall all my terrain-related knowledge that I worked through with {ggrgl} etc.

    Failing with my Saturday brain...

    #RStats + #PBRT