Only things left is a bit of gui work, and the load and save.

Of course,the interface is a bit rushed, but ill make sure its complete for a rushed interface... I dont have a layman around thats interested in graphics enough to give my confused interface a run through and get some ideas off him.

better demo of the current state of the machine, at the end it resembles something nice and organic, just from the cook&torrence on the surface of a nicely detailed meshless fractal function.

https://youtu.be/eiYKpjoyUe0

No more posts until I post the source and binary of this thing. sorry for these premature posts, but I started doing it, now im going to stop.

Statistics: Posted by rouncer — Wed Feb 10, 2016 12:00 pm

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Ill see what I can do, i also having pressing matters to do with mental illness, and ill see if i can get this thing done, anyway.

heres a little demo-> (but it has a big problem with the controls.)

https://www.youtube.com/watch?v=edtJqLP ... e=youtu.be

this little baby will be really good for a bit of fractal photography, it looks really nice, hopefully ill get it done soon, as i promised.

Statistics: Posted by rouncer — Tue Feb 09, 2016 6:14 pm

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is your diffuse calculation more complex than a lambert?

fractals are the way of the future, im planning on doing fractals and bending depth map imposters for characters, fancy stuff...

i just disbanded from considering diffuse completely and just used a more well equipped specular model and i was off joyriding my eye.

Good one for this.

Statistics: Posted by rouncer — Sun Feb 07, 2016 12:55 pm

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Ive been flipping the normals on this equation for about a week now and i just dont know which may is the correct way to go yet, so im just leaving it as an idiots experimentation function. I guess in a couple of months ill finally know whats going on, i dont care about learning so quickly all the time. But sometimes i do.

Statistics: Posted by rouncer — Sun Feb 07, 2016 12:49 pm

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The exe will be here thursday 11th of feb, its a total blast!

https://www.youtube.com/watch?v=RZTqlIN ... e=youtu.be

Statistics: Posted by rouncer — Fri Feb 05, 2016 12:41 pm

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raytracing IMO is so much more fun and more psychadelic to look at, from my work, im finding you get less scene difference (more repetition required.) than rastering,

but if you can cleverly repeat yourself more, a finished game should be possible, and it takes alot less time to finish it!

ive hit the point where i dont want to raster ever again, im too lazy to, it takes too much work.

ur students did some good work here.

Statistics: Posted by rouncer — Fri Feb 05, 2016 4:31 am

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Statistics: Posted by koiava — Thu Feb 04, 2016 9:08 am

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it has a fixed function material section that fits on the screen, its very simple.

The environment making process, is meshless volumetric functions, of course, i use a binary honing technique plus a feedback system to keep the occlusions when it finds them.

But it needs alot of improvement if i want to see volume functions in general. (which mathematicians would love. especially when they are all furry lookin hehe)

The scripter system will use fxc.exe as a commandline system call. from the program, which it communicates to, to update the scene. which actually has to recompile the entire

kernel to fit the new level in, because its a function call from the binary honing kernel, and it does take about 5 seconds to compile on my computer, because direct compute is a slow girly compiler, but its suited me, I cant be bothered learning cuda optimizations, im not so lowlevel with conventional hardware. (but i have crazy hardware ideas of my own regularly as well.)

The crazy stuff you see in the demo, are all little stretch variations of a common theme, some glitched bilinear filtering (which must be coded in yourself! or you can just borrow mine.)

and waves of harmonics on top of this.

//geometry function->

- Code:

//this has the bilinear filter in it.

int compute_altitude( int walkpos_x, int walkpos_z, int rpy)

{

int alt=-rpy-22100;

int k;

int adx,ady;

int idx,idy;

int w0,w1;

int h=96;

for(k=0;k<h;k+=16)

{

idx=((((walkpos_x+(alt>>2))/(k+1)))<<0)%(ipad1<<8);

idy=(((walkpos_z/(k+1)))<<0)%(ipad1<<8);

adx=idx>>8;

ady=idy>>8;

idx-=adx<<8;

idy-=ady<<8;

int nhh[4];

int nhv[4];

int k2=k;

if(k2>3) k2=0;

#define HG >>8)*(k+1))

#define NM 3

nhh[0]=abs(((Bufferui4[(adx)+((ady)<<NM)].amp)HG;

nhv[0]=abs(((Bufferui4[(adx)+((ady)<<NM)].amp)HG;

if(adx==ipad1-1)

{

nhh[1]=abs(((Bufferui4[(0)+((ady)<<NM)].amp)HG;

nhv[2]=abs(((Bufferui4[(0)+((ady)<<NM)].amp)HG;

if(ady==ipad1-1)

{

nhv[1]=abs(((Bufferui4[(adx)+((0)<<NM)].amp)HG;

nhh[2]=abs(((Bufferui4[(0)+((0)<<NM)].amp)HG;

nhh[3]=abs(((Bufferui4[(0)+((0)<<NM)].amp)HG;

nhv[3]=abs(((Bufferui4[(0)+((0)<<NM)].amp)HG;

}

else

{

nhv[1]=abs(((Bufferui4[(adx)+((ady+1)<<NM)].amp)HG;

nhh[2]=abs(((Bufferui4[(0)+((ady+1)<<NM)].amp)HG;

nhh[3]=abs(((Bufferui4[(0)+((ady+1)<<NM)].amp)HG;

nhv[3]=abs(((Bufferui4[(0)+((ady+1)<<NM)].amp)HG;

}

}

else

{

nhh[1]=abs(((Bufferui4[(adx+1)+((ady)<<NM)].amp)HG;

nhv[2]=abs(((Bufferui4[(adx+1)+((ady)<<NM)].amp)HG;

if(ady==ipad1-1)

{

nhv[1]=abs(((Bufferui4[(adx)+((0)<<NM)].amp)HG;

nhh[2]=abs(((Bufferui4[(adx+1)+((0)<<NM)].amp)HG;

nhh[3]=abs(((Bufferui4[(adx+1)+((0)<<NM)].amp)HG;

nhv[3]=abs(((Bufferui4[(adx+1)+((0)<<NM)].amp)HG;

}

else

{

nhv[1]=abs(((Bufferui4[(adx)+((ady+1)<<NM)].amp)HG;

nhh[2]=abs(((Bufferui4[(adx+1)+((ady+1)<<NM)].amp)HG;

nhh[3]=abs(((Bufferui4[(adx+1)+((ady+1)<<NM)].amp)HG;

nhv[3]=abs(((Bufferui4[(adx+1)+((ady+1)<<NM)].amp)HG;

}

}

w0=idx;

w1=idy;

if(w0>1<<8 || w0<0

|| w1>1<<8 || w1<0)

{

int bp=1;

}

//bilinear average->

int ad1=(((((nhh[0]*(255-w0))+(nhh[1]*(w0)))/255*(255-w1)))

+((((nhh[2]*(255-w0))+(nhh[3]*(w0)))/255*(w1))))/255;

int ad2=(((((nhv[0]*(255-w0))+(nhv[1]*(w0)))/255*(255-w0)))

+((((nhv[2]*(255-w0))+(nhv[3]*(w0)))/255*(w0))))/255;

int ad3=(ad1+ad2)/2;

alt+=ad3;

}

return alt;

}

material bar done. i just have a few things to fix then the demo will go here.

I worked out how to get the powderyish surface, and its roughness as close as possible to 0, and gauss as high as you can get it, and you get the fat material.

heres a little microworld thing i did with it, with silver snail trails ->

https://www.youtube.com/watch?v=xHfX3ypSQJY

Statistics: Posted by rouncer — Thu Feb 04, 2016 6:33 am

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Statistics: Posted by rouncer — Wed Feb 03, 2016 5:37 pm

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Statistics: Posted by rouncer — Tue Feb 02, 2016 4:03 pm

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Surface scratches and some more light sources would definitely help the issue a bit.

Statistics: Posted by rouncer — Tue Feb 02, 2016 3:04 pm

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As far as a glitch from me, im not sure what to post cause the whole thing is one.

If a glitch is anything unintentional, the whole thing is really. I think mistakes are the most beautiful part of developing anything in life.

Starts off a glitch, ends up an effect.

Statistics: Posted by rouncer — Tue Feb 02, 2016 2:59 pm

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One thing I know now, is getting a single bounce perfect is worth more than any amount of bounces in a recursive multibounce system.

check this out - and its just rastering->

https://www.youtube.com/watch?v=XzBwp0rjwvU

Notice how the light is really spread well and glowing? A rasterer is forced to do it in one bounce, but can look quite remarkable... a nice glowing daylit scene, provided by a more physically correct specular shape, going all directions with a diffusion is not realistic at all, because it doesnt take into account the roughness of the surface. (micro shadowing.)

Statistics: Posted by rouncer — Tue Feb 02, 2016 2:09 pm

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Getting organic surfaces with a cook torrence bounce... its on the books to add multibounce by recursing the procedure, but itll be alot slower.

Interesting things that make my framework different->

a) I render to a binary dithering map, and then i reduce it to the screens resolution.

b) I only use a low colour and a high colour, then the midrange develops as the dots join.

c) i then use add and multiply and clamp, segregated channels, to get my finished 'illumination'

my ior is 1.3 the consistency of cotton wool.

this lecture spills the beans on how to get these 'charactered' surfaces.

https://www.youtube.com/watch?v=Xi1FZZJ235I

note i dont understand the lecture that well, i just plug and played the code, its only 5 lines long blew my mind.

and the demo->

https://www.youtube.com/watch?v=eoFu_MNwoSg

my current weapon is a gtx980. 64x32 stream processors.

Statistics: Posted by rouncer — Tue Feb 02, 2016 1:47 pm

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