Look at this 8 second long loop of visualizing \(f(z)=sin(z^a)\) with a rotating along the unit circle.
Look at this 8 second long loop of visualizing \(f(z)=sin(z^a)\) with a rotating along the unit circle.
Anti-aliasing with screen space pixel size vs L1-norm from numerical derivatives (fwidth) in 2D vs 3D.
Made a new #complex #function #visualizer using #Shadertoy #GLSL
It creates more lines in regions with a lower gradient/derivative, which feels like a grid with repeating steps/lines. Functions can be explored much better in my opinion.
It's funny how simple and fast a basic raytracer can be.
I remember in my first year of IT school (2007-2008) when we had to implement one on CPU, and we had to wait several minutes for one picture to be rendered.
Of course this one is still very basic, but hey it's in real time baby
Sometimes (often) I have this mathematical urge, this instinct, to just name everything with one letter, then I switch to capitalized ones when I run out of them, and then I feel frustrated for not being able to use some Unicode character instead of pi, tau, phi, ...
This is honestly starting to frighten me, especially since I'm actually taking a liking to it.
This is a sickness, please help me.
Tiny distance to sphere in #glsl
(radius of 1, no positioning, and don't be inside the sphere, but who cares about all that)
80 vertices in 2-fold dihedral symmetry has triangle strips of 4 different lengths.
We can also get 80-vertex tetrahedral symmetry with a more "traditional" arrangement of 12 pentagons and the rest hexagons.
Here is an 80-vertex sphere in tetrahedral symmetry with 24 valence-7 vertices.
I just made a new release of ShaderWorkshop¹ (v0.5.0).
Since my last release announcement, quite a few features got added (about 2 releases):
- recursive include directive
- fps indicator
- reworked error management
- mouse support
- live controls for floats, int, bool and colors
I can't compete with the mod or fract version in term of code length, but I'm able to get the HSL and HSV conversions without any of these functions, so I guess it's faster?
mod version is derived from iq, fract version derived from @samhocevar, and the clumsy arithmetic from me.
Can we do better?
Tetrahedral symmetry requires that a general point be in a set of 12 -- on each of the 4 faces in each of 3 orientations. You can also add 4 points at the vertices, 4 at each face center, or 6 at each edge center. Combined, any even number of points >= 4 can be arranged with tetrahedral symmetry, albeit not always evenly.
Here is 50 points in tetrahedral symmetry which requires that some of them have valence 7.
testing new wrinkle system on torso.
ultra fast fbm : )
#glsl #shader #raymarching
50 vertices arranged in D6 symmetry is interesting in that it forms two different but close in length triangle strips -- one following the longitudes and the other the latitudes.
#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders
And 22 vertices can also arrange with 2-fold cylindrical symmetry that runs all the pentagons together into one long strip. It produces one long triangle strip and three short ones.
#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders
22 vertices can also arrange with 2-fold dihedral symmetry with two strips of six pentagons each separated by a single loop of 10 hexagons. The triangulation has two long triangle strips and two short ones.
#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders
40 vertices in tetrahedral symmetry gives a mix of the two with 4 strips that wrap twice and three that only wrap once.
#TilingTuesday
#AlgorithmicArt #CreativeCoding
#Processing #glsl #shaders