Ending some Pattern dev with Truchet patterns. Worth noting that while the original Truchet tiles (1704) used diagonally split squares, the curved arc-based Truchet patterns commonly used in modern graphics were popularized by Cyril Stanley Smith in 1987 !
Posts by Maximilian Tarpini
Templated C++ hash gen splitmix64-based.
For any kind of input get any kind of output :
float a = rmb_hash<float > (make_float2(12.f, 7.f));
int3 b = rmb_hash<int3> (make_int2(5, 9));
int2 c = rmb_hash<int2> (float(1.5f));
github.com/RomboDev/Mis...
Never ever use hashes you find around .. and for this matter .. don't roll your own hash functions either .. refer to your quality dealer eventually :) or to SplitMix64-based hashes.
Here with some commenting about.
Oh well there I'd be worried about pre-computation and storage stuff for the bins.
Well, this one has the 'limitation' for example of requiring UVs .. which is not cool if you think that it might be used just casually for having glints on a surface. So was not that promising ..
However I've added triplanar mapping and it works cool now.
Orbit traps are a coloring strategy for fractals: follow an orbit, watch how it moves through space and record how close it gets to some geometric “trap”. That “closeness” drives your colors.
These are based on : "Procedural Generation of Artistic Patterns Using a Modified Orbit Trap Method".
I think it's more about culture, complexity, design, willing, and feasibility. Latest Unity looks like it goes well with Belcour's layered approach as I just have been told.
How cool.
No commercial renderer implements true layering .. do you ?
There are many models :
drive.google.com/drive/folder...
Video is using a plain blend op :
Final = Base * (1 - Blend1) + Coat1 * Blend1 * (1 - Blend2) + Coat2 * Blend2 ...
Let's add a 'fresnel map' and call it phys based ! ;)
Let's put it in this way.. there three kind of fools.. those that use a casual map, those that believe that multi-layer approaches takes into account interfaces(as a real scattering event) and eventually those that don't get anything of the above and use ai to tweet their nonsense 😁
Which in turn .. changes the optical path roughness .. ie. the aggregate scattering of the light ray entering and leaving the (dual) lobe. The video is pretentious at least. You can't compare a 'casual' map application to a dedicated multi-layer approach.
Patterns from : ' Mathematical Modeling of a Class of Symmetrical Islamic Design'.
Proper coloring is almost impossible because stars in a periodic tiling where cell boundaries wrap destroy the pattern topology .. ie. a ray can hit edges that are topologically behind the starting point ! 🤔
Implemented : Symmetrization of Quasi-Regular Patterns with Periodic Tilting of Regular Polygons (using UV cells). Super nice, infinite pattern variations with just few parameters. Added colorization that with threshold parameters adds other ways to create more patterns.
Working with floats in C/C++? Fncs like fmod(), fmin(), fabs() etc. actually use doubles internally (floats get promoted on call). For better performance with float data, use the 'f' suffix versions: sinf(), sqrtf() are obvious, fmodf(), fminf() less so. Easy to overlook, but matters in tight loops!
Paint By Numbers: Abstract Image Representations
t.co/nPXURJpFUB
Finally had some luck implementing rt multiscale glints (zirr/kaplaian2018) offline ! Snow uses delta-Eddington phase fnc.
I think I'm still using the original Frisvad one.. can't remember if on purpose or just because of laziness in redoing all unit tests! Either ways thanks for the reference! 🤟🤓
Solid angle sampling : uniformly perturb a base vector within its solid angle cone.
github.com/RomboDev/Mis...
Defocus 2.5D blur with circle of confusion computation from Z-depth based on 'A lens and aperture camera model for synthetic image generation - ACM Siggraph 1981' is super nice and works a treat in many situations.
Importance sampled sky mapping.
Phased moon 3D directional blur.
Oh ehy 🤟 thanks! That's mostly fbm iterations over fast perlin noise.
Btw, we locate sun in the sky by checking ray dir alignment with sun center (cosTheta>sunCosTheta) .. so we don't generally consider sun size. However, sin() of sun angular diameter is sun radius (!) and we can use that at horizon to account for sun having a real diameter ie. for twilight zone etc.
Modular approach to sky modeling 🔭🚀🌙
Cool ! Do you add them simply together or are you using importance sampling or some heuristics to layer them ?
If you want to be physically correct instead to use ie. a smoothstep fnc to fade out for example stars at horizon you can use this analytical approximation to the atmospheric extinction coefficent :
Ever noticed that most phase fncs use costheta and not theta ? After all we want an angular quantity not a proj of some sort (taking the cos of the angle) while is not even a math convenience.. it is that costheta provides a more uniform sampling for calcs of ang distributions. Here the proof :
The localPoint in the previous code is also the hit normal so I had just to add bump mapping, a dot product (moonnormal,sundir) for diffuse wrapped in a ^0.75 to compress the shadow terminator and eventually a bit of ambient (+albedo*0.075).. and voilà a basic moon with tidal locking.
Simulate moon tidal locking by actually locking UVs to the view direction 🌙⛓️
I'm keeping updated this super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.
drive.google.com/drive/folder...