#pbrt — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #pbrt, aggregated by home.social.
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{picohdr} is now on CRAN!
Read and write PFM and OpenEXR HDR images.
I'll be using this package for 3d rendering with #pbrt
https://coolbutuseless.r-universe.dev/picohdr
https://cran.r-project.org/package=picohdr -
{picohdr} is now on CRAN!
Read and write PFM and OpenEXR HDR images.
I'll be using this package for 3d rendering with #pbrt
https://coolbutuseless.r-universe.dev/picohdr
https://cran.r-project.org/package=picohdr -
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!
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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!
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If you're not voxeling your bunnies, then what are you even doing?
Voxelised Stanford bunny rendered in 3D.
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If you're not voxeling your bunnies, then what are you even doing?
Voxelised Stanford bunny rendered in 3D.
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"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.
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"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) -
"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) -
"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
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"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
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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.
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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.
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I wonder what I could do with4D Poisson disk sampling.
Would that be useful for some sort of animation?
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I wonder what I could do with4D Poisson disk sampling.
Would that be useful for some sort of animation?
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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 ! :)
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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 ! :)
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"1960 DrWho colorful city"
Alternate renders
* 1-bit ordered dither
* random rainbow colors -
"1960 DrWho colorful city"
Alternate renders
* 1-bit ordered dither
* random rainbow colors -
"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 -
"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 -
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.
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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.
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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.
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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.
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3D render of volcano dataset - False colour of (x,y,z) coordinates (in world space) mapped to RGB.
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3D render of volcano dataset - False colour of (x,y,z) coordinates (in world space) mapped to RGB.
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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.
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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.
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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.
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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.
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And now I can drape a PFM image (somewhat correclty) as a texture over the volcano terrain dataset!
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And now I can drape a PFM image (somewhat correclty) as a texture over the volcano terrain dataset!
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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.
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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 -
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 -
Terrain #1
I'm trying to recall all my terrain-related knowledge that I worked through with {ggrgl} etc.
Failing with my Saturday brain...