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ux
searching Neon…
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6 ms
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1.
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by
ux
9mo ago
Thank you for the kind words, and you're on point with "poetry using math". I started 2-3 months ago or so doing this stuff, so don't be too intimidated to start. Especially with the two articles (Red Alp and this one),
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by
ux
9mo ago
> Thanks for putting this together. I'm glad it reaches an audience :) > Only critique is.. if you're sharing to teach, your compact/one line [460] char GLSL code is a poor delivery mechanism. Understandable. Though, th
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by
ux
9mo ago
> What's a good way to get started learning to build/customize shaders with GLSL? I gave some directions and resources in a comment here, it might help you: https://www.reddit.com/r/GraphicsProgramming/
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A series of tricks and techniques I learned doing tiny GLSL demos
(blog.pkh.me)
3 points
by
ux
9mo ago
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0 comments
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Text rendering and effects using GPU-computed distances
(blog.pkh.me)
19 points
by
ux
11mo ago
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0 comments
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by
ux
11mo ago
Thank you! Do we have a guarantee that these subcurves are solvable with Newton's method? The approach with derivatives has this because we know there is one crossing, and also clipping them to the zero-derivatives makes sure there won
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by
ux
11mo ago
What you described in your first message seemed similar to the approach used in the degree N root solving algorithm by Cem Yuksel; splitting the curve in simpler segments, then bisect into them. I'd be happy to explore what you suggest
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by
ux
11mo ago
Thanks, I'll look into this. BTW, your 2nd shadertoy link is off (maybe it's private? Edit: seems you fixed it, thanks)
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by
ux
11mo ago
I'm interested in the approach you're describing but it's hard to follow a comment in the margin. Is there a paper or an implementation example somewhere?
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by
ux
11mo ago
Finding the sign of the distance has been extremely challenging to me in many ways, so I'm very curious about the approach you're presenting. The snippet you shared has a "a³-bcd ≤ 0" formula which is all I get without m
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Fast calculation of the distance to cubic Bezier curves on the GPU
(blog.pkh.me)
157 points
by
ux
11mo ago
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33 comments
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by
ux
1y ago
Ah nice for noticing d!=0 is d>0. Not sure how I missed the multiplication to get rid of the vector form; I guess I was too obsessed with the x-x trick... I added your changes to the Shadertoy version with your HN nickname. I'll int
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by
ux
1y ago
Is this tutorial kind of abandoned? There are many teased chapters that never seem to have materialized somehow.
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by
ux
1y ago
This is not equivalent; the `a` in `c.r+=w*a` is different, you need the original untouched w. The mountain looses its crack with your version. But! You can save 1 char by replacing w with a: g -= a*=w, c += a*d*9.+... a = min
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by
ux
1y ago
Incredible, thank you very much. I've included the script for a quick fix, I'll see how to make to cook something myself at some point!
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by
ux
1y ago
Yeah. If you want implicit conversion, you need to specify a constructor like float(cond), but that would be longer than the ternary form. I thought about using a vec3() but vec3(...).x is still too long and using the vec3 directly doesn&#x
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by
ux
1y ago
Ah, someone reported this to me today, but I must admit I have no idea how to address the issue. Currently the canvas animations are stopped when out of context, but yeah they have to be loaded. The code on the blog is pretty simple and nai
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by
ux
1y ago
Hey, thank you, that's a nice one. I added the change to the Shadertoy version with your credit. I will add a note/update on the blog and demo page later. Thanks again :)
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Code golfing a tiny demo using maths and a pinch of insanity
(blog.pkh.me)
107 points
by
ux
1y ago
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22 comments
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Perfecting anti-aliasing on signed distance functions
(blog.pkh.me)
5 points
by
ux
1y ago
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0 comments
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The current technology is not ready for proper blending
(blog.pkh.me)
5 points
by
ux
1y ago
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0 comments
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by
ux
1y ago
Hehe, thanks. The thing is, it could hardly have been prerecorded animations :D I don't know if you tried before, but compressing noise is particularly hard, so 16 videos would have been quite too much of bandwidth. The total size of t
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by
ux
1y ago
> What an impressive and thorough deep dive. Thanks! > Have any of you ever gotten lost tweaking fade functions to get that perfect wave-like look? You cannot use anything for the fade function, because you likely want the derivative
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Sharing everything I could understand about gradient noise
(blog.pkh.me)
137 points
by
ux
1y ago
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8 comments
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by
ux
2y ago
1. depends if you're in the physics main loop or not; in Godot for example the physics main loop is based on the project configuration, not correlated with the display (I could have expanded on that in the article) 2. You can know the
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by
ux
2y ago
That's some very good recommendations you made here. I'm adding all 3 at the end, thank you.
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by
ux
2y ago
Only the exp call happens in the processing loop. The ln is in the conversion function, it's not supposed to land in the code.
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by
ux
2y ago
As the delta time converges to 0, the lerp coefficient is going to converge to 0 as well, meaning it won't move. Said differently, if time stops the interpolation as well. You may enter into the realm of floating point accuracy issues
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by
ux
2y ago
A frame time spike is covered by the overshooting point: it will basically land further down the curve, which means a point converging toward the B target.
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Fixing the iterative damping interpolation in video games
(blog.pkh.me)
127 points
by
ux
2y ago
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53 comments
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