mathstodon.xyz is one of the many independent Mastodon servers you can use to participate in the fediverse.
A Mastodon instance for maths people. We have LaTeX rendering in the web interface!

Server stats:

2.7K
active users

#graphics

26 posts24 participants0 posts today

With gradient noise, does it really make a difference (other than theoretical) if the random gradients are uniformly distributed in the space (a circle for 2D, a sphere for 3D), or a simple random is just fine? Because so far, I'm not able to see any visual glitch or pattern with gradients generated in cube (or square for 2D)...

Really fascinating paper with techniques for dramatically speeding up raytracing of FBM-based procedural scenes

inria.hal.science/hal-05046040

Fabrice Neyret is one of the authors, and I'm a huge fan of their work

Volumetric rendering is one of my favorite topics in computer graphics, and I'd love to try implementing this technique in my three.js work

The authors shared a shadertoy with a working implementation already too shadertoy.com/view/MXyBDW

inria.hal.scienceFast sphere tracing of procedural volumetric noise for very large and detailed scenesReal‐time walk through very large and detailed scenes is a challenge for both content design, data management, and rendering, and requires LOD to handle the scale range. In the case of partly stochastic content (clouds, cosmic dust, fire, terrains, etc.), proceduralism allows arbitrary large and detailed scenes with no or little storage and offers embedded LOD, but the rendering gets even costlier. In this paper, we propose to boost the performance of Fractional Brownian Motion (FBM)‐based noise rendering (e.g., 3D Perlin noise, hypertextures) in two ways: improving the stepping efficiency of Sphere Tracing of general Signed Distance Functions (SDF) considering the first and second derivatives, and treating cascaded sums such as FBM as nested bounding volumes. We illustrate this on various scenes made of either opaque material, constant semi‐transparent material, or non‐constant (i.e.,full volumetric inside) material, including animated content ‐ thanks to on‐the‐fly proceduralism. We obtain real‐time performances with speedups up to 12‐folds on opaque or constant semi‐transparent scenes compared to classical Sphere tracing, and up to 2‐folds (through empty space skipping optimization) on non‐constant density volumetric scenes.