#raymarching — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #raymarching, aggregated by home.social.
-
🚀 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."
https://benoit.paris/posts/jax-ray-marcher/ #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated -
🚀 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."
https://benoit.paris/posts/jax-ray-marcher/ #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated -
🚀 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."
https://benoit.paris/posts/jax-ray-marcher/ #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated -
🚀 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."
https://benoit.paris/posts/jax-ray-marcher/ #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated -
🚀 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."
https://benoit.paris/posts/jax-ray-marcher/ #raymarching #Jax #truecalling #techhumor #programming #HackerNews #ngated -
That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
-
That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
-
That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
-
That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
-
That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
-
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.
-
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.
-
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.
-
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.
-
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
-
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
-
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
-
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
-
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
-
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 https://thi.ng/text-canvas and https://thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).
Demo:
https://demo.thi.ng/umbrella/ascii-raymarch/Commented source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/ascii-raymarch/Hotkeys:
- c = toggle color on/off
- t = toggle theme switch
- space = toggle updateWebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
https://demo.thi.ng/umbrella/shader-ast-raymarch/#TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching
-
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 https://thi.ng/text-canvas and https://thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).
Demo:
https://demo.thi.ng/umbrella/ascii-raymarch/Commented source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/ascii-raymarch/Hotkeys:
- c = toggle color on/off
- t = toggle theme switch
- space = toggle updateWebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
https://demo.thi.ng/umbrella/shader-ast-raymarch/#TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching
-
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 https://thi.ng/text-canvas and https://thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).
Demo:
https://demo.thi.ng/umbrella/ascii-raymarch/Commented source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/ascii-raymarch/Hotkeys:
- c = toggle color on/off
- t = toggle theme switch
- space = toggle updateWebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
https://demo.thi.ng/umbrella/shader-ast-raymarch/#TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching
-
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 https://thi.ng/text-canvas and https://thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).
Demo:
https://demo.thi.ng/umbrella/ascii-raymarch/Commented source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/ascii-raymarch/Hotkeys:
- c = toggle color on/off
- t = toggle theme switch
- space = toggle updateWebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
https://demo.thi.ng/umbrella/shader-ast-raymarch/#TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching
-
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 https://thi.ng/text-canvas and https://thi.ng/shader-ast to create a raymarching renderer outputting images in text mode (with customizable character sets to represent luminance).
Demo:
https://demo.thi.ng/umbrella/ascii-raymarch/Commented source code:
https://github.com/thi-ng/umbrella/blob/develop/examples/ascii-raymarch/Hotkeys:
- c = toggle color on/off
- t = toggle theme switch
- space = toggle updateWebGL version of the same scene (using an almost identical TypeScript shader source, only here transpiled to GLSL and using slightly different colors):
https://demo.thi.ng/umbrella/shader-ast-raymarch/#TextModeTuesday #ASCIIArt #ThingUmbrella #TypeScript #ShaderAST #Raymarching
-
"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! 👍 😃
-
"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! 👍 😃
-
"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! 👍 😃
-
"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! 👍 😃
-
"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! 👍 😃
-
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.
-
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.
-
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.
-
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.
-
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.
-
Sierpinski triangles on an icosahedron, inspired by Ghee Beom Kim
#sierpinskitriangle #icosahedron #geometricart #fractal #fractalart #iteratedfunctionsystem #3dgraphics #raymarching #pythoncode #numpy #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
-
Sierpinski triangles on an icosahedron, inspired by Ghee Beom Kim
#sierpinskitriangle #icosahedron #geometricart #fractal #fractalart #iteratedfunctionsystem #3dgraphics #raymarching #pythoncode #numpy #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
-
Sierpinski triangles on an icosahedron, inspired by Ghee Beom Kim
#sierpinskitriangle #icosahedron #geometricart #fractal #fractalart #iteratedfunctionsystem #3dgraphics #raymarching #pythoncode #numpy #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
-
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.
https://habr.com/ru/companies/sberbank/articles/954726/
#сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы
-
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.
https://habr.com/ru/companies/sberbank/articles/954726/
#сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы
-
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.
https://habr.com/ru/companies/sberbank/articles/954726/
#сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы
-
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.
https://habr.com/ru/companies/sberbank/articles/954726/
#сбертех #platform_v #raymarching #компьютерная_графика #математика #3dграфика #фракталы
-
This new black hole demo is to celebrate the a new release of my library POINTS (https://github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.
The API docs are located here too:
https://absulit.github.io/points/apidocs/All live demos are located here:
https://absulit.github.io/points/examples/#webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi
-
This new black hole demo is to celebrate the a new release of my library POINTS (https://github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.
The API docs are located here too:
https://absulit.github.io/points/apidocs/All live demos are located here:
https://absulit.github.io/points/examples/#webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi
-
This new black hole demo is to celebrate the a new release of my library POINTS (https://github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.
The API docs are located here too:
https://absulit.github.io/points/apidocs/All live demos are located here:
https://absulit.github.io/points/examples/#webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi
-
This new black hole demo is to celebrate the a new release of my library POINTS (https://github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.
The API docs are located here too:
https://absulit.github.io/points/apidocs/All live demos are located here:
https://absulit.github.io/points/examples/#webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi
-
This new black hole demo is to celebrate the a new release of my library POINTS (https://github.com/Absulit/points) which is now faster after a series of heavy modifications that improved performance.
The API docs are located here too:
https://absulit.github.io/points/apidocs/All live demos are located here:
https://absulit.github.io/points/examples/#webgpu #raymarching #shaders #computeshaders #webdev #javascript #genart #blackhole #simulation #cgi
-
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:
https://absulit.github.io/points/examples/index.html#bh1#webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space
-
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:
https://absulit.github.io/points/examples/index.html#bh1#webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space
-
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:
https://absulit.github.io/points/examples/index.html#bh1#webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space
-
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:
https://absulit.github.io/points/examples/index.html#bh1#webgpu #raymarching #wgsl #shaders #webdev #genart #blackhole #interstellar #mograph #javascript #physics #space