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#raymarching — Public Fediverse posts

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

  1. 🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
    benoit.paris/posts/jax-ray-mar #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated

  2. 🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
    benoit.paris/posts/jax-ray-mar #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated

  3. 🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
    benoit.paris/posts/jax-ray-mar #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated

  4. 🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
    benoit.paris/posts/jax-ray-mar #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated

  5. 🚀 Ah, the riveting saga of Jax's "true calling"—because nothing screams excitement like ray-marching renderers on #WebGL. 🤯 It's like the author stumbled upon a new toy and decided to write a love letter... to themselves. 🎨 I can hardly wait for the sequel, "Jax: The Revenge of the N-dimensional Arrays."
    benoit.paris/posts/jax-ray-mar #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated

  6. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  7. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  8. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  9. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  10. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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 thi.ng/text-canvas and thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).

    Demo:
    demo.thi.ng/umbrella/ascii-ray

    Commented source code:
    github.com/thi-ng/umbrella/blo

    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):
    demo.thi.ng/umbrella/shader-as

    #TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching

  21. 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 thi.ng/text-canvas and thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).

    Demo:
    demo.thi.ng/umbrella/ascii-ray

    Commented source code:
    github.com/thi-ng/umbrella/blo

    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):
    demo.thi.ng/umbrella/shader-as

    #TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching

  22. 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 thi.ng/text-canvas and thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).

    Demo:
    demo.thi.ng/umbrella/ascii-ray

    Commented source code:
    github.com/thi-ng/umbrella/blo

    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):
    demo.thi.ng/umbrella/shader-as

    #TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching

  23. 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 thi.ng/text-canvas and thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).

    Demo:
    demo.thi.ng/umbrella/ascii-ray

    Commented source code:
    github.com/thi-ng/umbrella/blo

    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):
    demo.thi.ng/umbrella/shader-as

    #TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching

  24. 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 thi.ng/text-canvas and thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).

    Demo:
    demo.thi.ng/umbrella/ascii-ray

    Commented source code:
    github.com/thi-ng/umbrella/blo

    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):
    demo.thi.ng/umbrella/shader-as

    #TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching

  25. "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

  26. "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

  27. "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

  28. "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

  29. "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

  30. 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

  31. 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.

  32. 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

  33. 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

  34. 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

  35. 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.

    habr.com/ru/companies/sberbank

    #сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы

  36. 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.

    habr.com/ru/companies/sberbank

    #сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы

  37. 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.

    habr.com/ru/companies/sberbank

    #сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы

  38. 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.

    habr.com/ru/companies/sberbank

    #сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы

  39. This new black hole demo is to celebrate the a new release of my library POINTS (github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.

    The API docs are located here too:
    absulit.github.io/points/apido

    All live demos are located here:
    absulit.github.io/points/examp

    #webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi

  40. This new black hole demo is to celebrate the a new release of my library POINTS (github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.

    The API docs are located here too:
    absulit.github.io/points/apido

    All live demos are located here:
    absulit.github.io/points/examp

    #webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi

  41. This new black hole demo is to celebrate the a new release of my library POINTS (github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.

    The API docs are located here too:
    absulit.github.io/points/apido

    All live demos are located here:
    absulit.github.io/points/examp

    #webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi

  42. This new black hole demo is to celebrate the a new release of my library POINTS (github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.

    The API docs are located here too:
    absulit.github.io/points/apido

    All live demos are located here:
    absulit.github.io/points/examp

    #webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi

  43. This new black hole demo is to celebrate the a new release of my library POINTS (github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.

    The API docs are located here too:
    absulit.github.io/points/apido

    All live demos are located here:
    absulit.github.io/points/examp

    #webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi

  44. 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:
    absulit.github.io/points/examp

    #webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space

  45. 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:
    absulit.github.io/points/examp

    #webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space

  46. 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:
    absulit.github.io/points/examp

    #webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space