#raybevel — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #raybevel, aggregated by home.social.
-
Good news: raybevel is back on the CRAN! Upstream updates and bug fixes in CGAL removed the UBSAN issues (not my fault!) that got it kicked off last time.
I was momentarily frightened when I saw the red clang-UBSAN on the package page after it was fixed, but the CRAN just hasn’t rerun the check yet 😮💨
-
Good news: raybevel is back on the CRAN! Upstream updates and bug fixes in CGAL removed the UBSAN issues (not my fault!) that got it kicked off last time.
I was momentarily frightened when I saw the red clang-UBSAN on the package page after it was fixed, but the CRAN just hasn’t rerun the check yet 😮💨
-
Used my under-development svg-to-R-polygon conversion package along with the raybevel package (currently "on vacation" from CRAN due to CGAL 5.6 compilation warnings) to generate a 3D version of the R logo! Will soon replace the existing "r_obj()" object in rayrender.
-
Used my under-development svg-to-R-polygon conversion package along with the raybevel package (currently "on vacation" from CRAN due to CGAL 5.6 compilation warnings) to generate a 3D version of the R logo! Will soon replace the existing "r_obj()" object in rayrender.
-
‼️ Update: {raybevel} is now on the CRAN! Now rendering tens of thousands of 3D buildings in rayshader is just an `install.packages("raybevel")` away!
Website:
https://www.raybevel.comGithub:
https://github.com/tylermorganwall/raybevelCRAN:
https://cran.r-project.org/web/packages/raybevel/index.html -
‼️ Update: {raybevel} is now on the CRAN! Now rendering tens of thousands of 3D buildings in rayshader is just an `install.packages("raybevel")` away!
Website:
https://www.raybevel.comGithub:
https://github.com/tylermorganwall/raybevelCRAN:
https://cran.r-project.org/web/packages/raybevel/index.html -
Playing with #raybevel. Buildings, roads, and elevation of Miyajima, Japan.
And yes, building generation is ridiculously fast. But figuring out the NA vertices stopping me from engaging the power of path tracing is not. :P
#rayshader adventures, an #rstats tale
-
Playing with #raybevel. Buildings, roads, and elevation of Miyajima, Japan.
And yes, building generation is ridiculously fast. But figuring out the NA vertices stopping me from engaging the power of path tracing is not. :P
#rayshader adventures, an #rstats tale
-
First! 😋 Here's Brazil (in web mercator because I couldn't get it to work with the correct proj yet). Saw the email when I woke up and dropped everything to get something rendering. Almost forgot to make lunch for the little one. 😅
Also, it's a terrific blog post. I always love reading about the process—inspiration, initial steps, wrong turns, overcoming hurdles, and success!
That SVG thing though...such a tease! I'm okay with an unshorn yak, just sayin'.
-
First! 😋 Here's Brazil (in web mercator because I couldn't get it to work with the correct proj yet). Saw the email when I woke up and dropped everything to get something rendering. Almost forgot to make lunch for the little one. 😅
Also, it's a terrific blog post. I always love reading about the process—inspiration, initial steps, wrong turns, overcoming hurdles, and success!
That SVG thing though...such a tease! I'm okay with an unshorn yak, just sayin'.
-
‼️ 1/2 New year, new R package, new rayshader update, new slick Quarto website, new blog post! 5x the new! Introducing the {raybevel} package: generate 3D buildings, 3D beveled polygons, 2D inset polygons, and calculate straight skeletons entirely in R! The rayshader update features tons of improvements, including blazing fast 3D contour and line drawing.
Blog post:
https://www.tylermw.com/posts/rayverse/raybevel-introduction.htmlHAPPY NEW YEAR!
-
‼️ 1/2 New year, new R package, new rayshader update, new slick Quarto website, new blog post! 5x the new! Introducing the {raybevel} package: generate 3D buildings, 3D beveled polygons, 2D inset polygons, and calculate straight skeletons entirely in R! The rayshader update features tons of improvements, including blazing fast 3D contour and line drawing.
Blog post:
https://www.tylermw.com/posts/rayverse/raybevel-introduction.htmlHAPPY NEW YEAR!
-
Addendum: Santa, please also include robust 3D rooftops. Thanks in advance!
-
Addendum: Santa, please also include robust 3D rooftops. Thanks in advance!
-
My personal advent of code has been getting this new R package to the point where it can robustly generate straight skeletons and inset polygons for pretty much anything you throw at it! A christmas miracle!
-
My personal advent of code has been getting this new R package to the point where it can robustly generate straight skeletons and inset polygons for pretty much anything you throw at it! A christmas miracle!
-
A buffered inset polygon vs a straight skeleton inset polygon
One gives you curves, while the other maintains sharp corners!
-
Readme completed and now onto final quality checks... package release time almost here :)
-
Test render animation: flying through a town square, with thousands of individually rendering rooftops!
In implementing this feature, I've also added some major improvements to rayshader, particularly with `render_path()`, which now should draw lines much, much faster! Should make drawing large amounts of glowing 3D lines much faster, cc @terence 😀
-
Test render animation: flying through a town square, with thousands of individually rendering rooftops!
In implementing this feature, I've also added some major improvements to rayshader, particularly with `render_path()`, which now should draw lines much, much faster! Should make drawing large amounts of glowing 3D lines much faster, cc @terence 😀
-
The building mesh generation is extremely robust and fast--here's all the buildings in Pacific Grove, CA, generated directly from 2D polygons pulled from #OpenStreetMap in about 5 seconds on a Macbook Pro (M1 Max).
-
The building mesh generation is extremely robust and fast--here's all the buildings in Pacific Grove, CA, generated directly from 2D polygons pulled from #OpenStreetMap in about 5 seconds on a Macbook Pro (M1 Max).
-
`render_buildings()` is shaping up to be the coolest new rayshader feature in a long time! It only took a year finding a moment of free time here and there in the evenings to create/develop/debug the infrastructure (the raybevel package for skeletonization of polygons and 3D mesh generation + an issue in RcppCGAL) that powers this feature.
Open source development with a toddler is definitely a marathon, not a sprint :)
-
`render_buildings()` is shaping up to be the coolest new rayshader feature in a long time! It only took a year finding a moment of free time here and there in the evenings to create/develop/debug the infrastructure (the raybevel package for skeletonization of polygons and 3D mesh generation + an issue in RcppCGAL) that powers this feature.
Open source development with a toddler is definitely a marathon, not a sprint :)
-
rayshader 2018: Let's plot terrain in 3D!
rayshader 2020: Let's add 3D polygons on top of that 3D terrain!
rayshader 2023: Let's add 3D polygons on top of that 3D terrain... and then turn those polygons into terrain themselves!
(beveling demos coming along nicely)
-
rayshader 2018: Let's plot terrain in 3D!
rayshader 2020: Let's add 3D polygons on top of that 3D terrain!
rayshader 2023: Let's add 3D polygons on top of that 3D terrain... and then turn those polygons into terrain themselves!
(beveling demos coming along nicely)
-
Finally completed development of the #raybevel package--now working on the #rayshader functions that use it :)
`render_buildings()` here we come!
-
Finally completed development of the #raybevel package--now working on the #rayshader functions that use it :)
`render_buildings()` here we come!
-
Added some color... it's hard to get nice colors when you have to play the actual orientation and position of lights and how they interact with the surface properties of the 3D model!
-
Added some color... it's hard to get nice colors when you have to play the actual orientation and position of lights and how they interact with the surface properties of the 3D model!
-
Just added an option to enable transparency for image renders in #rayrender when initial rays escape the scene: this was requested a long time ago (https://github.com/tylermorganwall/rayrender/issues/21) and I thought it was a good idea, but I only just got around to it so I could make a nice clean render of this hex logo for the upcoming #raybevel package! Look at those beautiful anti-aliased transparent edges.
-
Just added an option to enable transparency for image renders in #rayrender when initial rays escape the scene: this was requested a long time ago (https://github.com/tylermorganwall/rayrender/issues/21) and I thought it was a good idea, but I only just got around to it so I could make a nice clean render of this hex logo for the upcoming #raybevel package! Look at those beautiful anti-aliased transparent edges.
-
Before and after the #rayverse magic 😉
Created with #inkscape and imported into #RStats with the upcoming #raysvg package, and transformed into 3D with #RStats + #rayrender + #rayvertex + the upcoming #raybevel package
-
Before and after the #rayverse magic 😉
Created with #inkscape and imported into #RStats with the upcoming #raysvg package, and transformed into 3D with #RStats + #rayrender + #rayvertex + the upcoming #raybevel package
-
Made with Inkscape! Spending a few weeks to learn the intricacies of SVG parsing and writing my own SVG-to-polygon R package paid off.
-
Made with Inkscape! Spending a few weeks to learn the intricacies of SVG parsing and writing my own SVG-to-polygon R package paid off.
-
Package release items, in order of importance:
100. Good documentation
99. Good test suite
98. Informative README
...
...
...
1. Generating the perfect hexlogo(still a WIP--I'm playing with adding knurling and bolts!)
-
Package release items, in order of importance:
100. Good documentation
99. Good test suite
98. Informative README
...
...
...
1. Generating the perfect hexlogo(still a WIP--I'm playing with adding knurling and bolts!)
-
Little known fact: Before computers, 3D bar charts had to be inflated manually. How far we've come!
-
Little known fact: Before computers, 3D bar charts had to be inflated manually. How far we've come!
-
What R is missing and needs:
❌ Static typing
❌ Pythonic list comprehension
✅ The ability to add Lisa Frank-style 3D beveled bubble letters to your data visualizationsFavorite and boost if you agree!😃
-
What R is missing and needs:
❌ Static typing
❌ Pythonic list comprehension
✅ The ability to add Lisa Frank-style 3D beveled bubble letters to your data visualizationsFavorite and boost if you agree!😃