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The previous posts (part I, part II) introduced the basics of rendering DE (Distance Estimated) systems, but left out one important question: how do we create the distance estimator function? Drawing spheres Remember that a distance estimator is nothing more than a function, that for all points in space returns a length smaller than (or equal to) the distance to the closest object. This means we a
In some ways path tracing is one of the simplest and most intuitive ways to do ray tracing. Imagine you want to simulate how the photons from one or more light sources bounce around a scene before reaching a camera. Each time a photon hits a surface, we choose a new randomly reflected direction and continue, adjusting the intensity according to how likely the chosen reflection is. Though this appr
Some links to Generative Art, Math & Fractals, and other creative ways of creating computional imagery. The list is not meant to be exhaustive: rather, it is a list of my favorite links. Generative Art Software General-Purpose Software Processing is probably the most used platform for Generative Art. It is an “open source programming language and integrated development environment (IDE) built for
During the last two years, the 3D fractal field has undergone a small revolution: the Mandelbulb (2009), the Mandelbox (2010), The Kaleidoscopic IFS’s (2010), and a myriad of equally or even more interesting hybrid systems, such as Spudsville (2010) or the Kleinian systems (2011). All of these systems were made possible using a technique known as Distance Estimation and they all originate from the
‘Strange Attractors’ is an experiment I did a couple of months ago: https://syntopia.github.io/StrangeAttractors It renders Strange Attractors using WebGL, and can export high resolution PNG’s and OBJ/STL 3D objects. Chrome is strongly preferred, and a good GPU helps as well. In some ways path tracing is one of the simplest and most intuitive ways to do ray tracing. Imagine you want to simulate ho
This post discusses some of the things I realised while coding the raytracer in Structure Synth and some thoughts about GPU raytracing. Luxion Back in October, I saw a presentation by Henrik Wann Jensen (known for his work on photon mapping and subsurface scattering) where he demonstrated the Keyshot renderer made by his company Luxion. It turned out to be a very impressive demonstration: the syst
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