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#shader

2 posts2 participants0 posts today

Doing some experiments with #RayTracing #ComputerGraphics using #Bonzomatic #GLSL #shader editor.

I define a 24-cell as the intersection of 24 half-spaces in 4D (with normals all permutations of (±1,±1,0,0)), then slice through constant 4th coordinate to get a 3D object, and simulate it as a glass-like material with reflection and refraction.

Future enhancement ideas:

- handle polarised light properly (currently I ignore polarisation, simply averaging the Fresnel reflection coefficients)

- wavelength-dependent index of refraction and absorption

- anti-aliasing (currently the edges are steppy as there is only 1 sample per pixel in a regular grid)

- improve efficiency (internal ray bounce is O(N^2) where N is the number of surfaces, could probably be O(N) with some extra maths insights)

- do 4D->3D slicing on CPU instead of every ray bounce

- add other 4D shapes

#Polarisation is something I haven't done before, so I'm curious to see how to implement it and how it changes appearance.

For those interested in 3D rendering techniques and frameworks, I'm very proud to inherit the reigns of Satin from the incredible Reza Ali.

I found out about Satin too late, as Reza had sunset the public repo after i had learned about it. Sadly it didnt get much traction for reasons I simply don't understand. Its incredibly well put together.

But due to some new opportunities, Reza kindly shared his internal updates - Satin Pro - and I want to help give it the community it deserves.

I'm trying to document Satin, and an ecosystem of examples, sample apps, and community at the Fabric project:

fabric-project.github.io

If you've seen my in progress node based VJ app 'v' - its built with Satin under the hood.

The first new addition to Satin is an attempt at a live coding environment, Velvet, allowing you to experiment with Satin rendering interactively.

#3d#rendering#gpu