Cdak by Quite - How?
category: general [glöplog]
torus: I believe they use 4klang
I want to thumb up user comments in bbs just because of unc's reply.
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ferris: butterflies.
Has anyone tried doing some sort of low res marching cubes on the CPU, then sending that mesh to the GPU to help with the raytracing... that way you could save some steps on the marching I think.
xernobyl: i'm not really familiar with pure raytracing rather than extending polygonal rendering but this really sounds like a good idea doing "pre-calcs" at kinda "vertex space shaping level". this should sure save some performance per pixel rather than doin' "fully expensive screen quad pixel shader math".
that's why i'm not a really a friend of that techniques. even tho it looks quite impressive.
that's why i'm not a really a friend of that techniques. even tho it looks quite impressive.
knl: The Vista example videos?
very nice butterflies too!
The synth was hard coded in C.
Think along the lines of a granular incarnation of a Casio Cosmo Synthesizer with massive polyphony and actually good sound :]
Inspiration for the reverb came from http://www.sevenwoodsaudio.com/SST282_History.htm . Kudos to AMJ for bringing this piece of well-bearded history to my attention :)
Packed size for the synth + song was about 1kB.
As knl suggested, butterflies may also have been used (but not harmed)
Think along the lines of a granular incarnation of a Casio Cosmo Synthesizer with massive polyphony and actually good sound :]
Inspiration for the reverb came from http://www.sevenwoodsaudio.com/SST282_History.htm . Kudos to AMJ for bringing this piece of well-bearded history to my attention :)
Packed size for the synth + song was about 1kB.
As knl suggested, butterflies may also have been used (but not harmed)
Still, I tend to prefer the butterflies explanation, it makes more sense to me.
Makes me want shaders in my Atari XL - now. Mad shit on the screen resulting from something explained in 10 steps. Gave me some of the "Wow, cool" feeling when I first understood something back in the algebra lessen (some ages ago).
Wow. Thanks UNK! I've been messing with this for a few days now, really helpful. But I'm not sure I get the exclusion field. How are the cubes positioned? How many? In that basic scene you showed there must be hundreds. How do you get so many without killing the gpu... The max I've been able to render with more than 1 FPS is around 500. Cdak runs at a nice 20 fps on my card, but there must be thousands of objects in every scene...
you're probably using code (a for?) where you should be using math (fmods or something)
Yup. I knew fors were inefficient, just didn't know any alternatives. Can you elaborate on the fmods?
Yeah, repeating objects is done with a mod function. There's another thread here which describes it more.
..but really, kaneel's description is much more concise.
Can't seem to find any information on using mod functions in that thread... :/
you have the sauce already, what else would you need? =)
here is the extrusion part
"q" is some pseudorandom float3
"p" is positon
"g" is ehmm... position for 'multiplied' objects, used frac() there
"d1" is distance
here is the extrusion part
Code:
for(float i=0; i<4; i++) {
float3 q=1+i*i*.18*(1+4*(1+.3*sin(t*.001))*sin(float3(5.7,6.4,7.3)*i*1.145+.3*sin(h.w*.015)*(3+i))),g=(frac(p*q)-.5)/q;
d1=min(d1+.03,max(d1,max(abs(g.x),max(abs(g.y),abs(g.z)))-.148));
}
"q" is some pseudorandom float3
"p" is positon
"g" is ehmm... position for 'multiplied' objects, used frac() there
"d1" is distance
Whoa! Just plugged that into my code and it works beautifully. One question though, whats t and h.w? I just set them to one and it still works. Thanks! Can't wait to mess with it more.
h.w was a parameter coming from synth, to animate/randomize it. So yeah, you dont need it
and most likely you dont need four iterations of that loop - two may be enough
(it can get your thing running very slow)
(it can get your thing running very slow)
Mewler:
http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
36/57 domain repetition with mod.
http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
36/57 domain repetition with mod.
Quote:
you have the sauce already, what else would you need? =)
Can we also have it? Please? Please please please please please? Pleeeease!!
found in second post in this thread: http://pastebin.com/9PRG1PfN
this is from party version i guess
this is from party version i guess
Oh! Sorry, I wasn't aware. Is this actually the whole source (apart from trivial DX setup and synth)?
Looks like the whole of the shader. Also looks utterly incomprehensible to me.. well, I know what everything means, just not what it does :(