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Rye Terrell
@
wwwtyro
Austin, Texas
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I don't find anything as satisfying as making tools that people like to use. Working on tools @aurora_inno.
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356
Tweetovi
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808
Pratim
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1.311
Osobe koje vas prate
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Rye Terrell
@wwwtyro
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5. sij |
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Bare-bones example of regl & WebXR working together, if in a rather hacky fashion for now: github.com/wwwtyro/regl-w…
Live demo if you have a WebXR "immersive-vr" device: wwwtyro.github.io/regl-webxr-exa…
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Ricky Reusser
@rickyreusser
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26. pro |
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Experiments while traveling with adaptively-scaled domain coloring, except rectangular this time. Code is cleaner as well. shadertoy.com/view/wld3zl pic.twitter.com/V7UFQgtIp2
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Rye Terrell
@wwwtyro
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24. pro |
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😅🤞
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Rye Terrell
@wwwtyro
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7. pro |
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Okay, finally had some time to look at this. It looks like it's some kind of linear interpolation dual scheme as described in @MikolaLysenko's blog here: 0fps.net/2012/07/12/smo…. Feels like I wrote that ages ago, but it's only two years old! 🥴
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Marcin Ignac
@marcinignac
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6. pro |
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Trained my first "#ai" model in @runwayml and dropped the result latent space walk video into a #pex sketch in @nodes_io with a plane extrusion. Yay, so easy. pic.twitter.com/vTpU5W1Lpo
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Rye Terrell
@wwwtyro
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1. pro |
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Yes, sorry about that - you can find it here: wwwtyro.github.io/vixel-editor/
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Marcin Ignac
@marcinignac
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27. stu |
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Productive procrastination series : Diffusion-limited aggregation (DLA) based on outstanding article medium.com/@jason.webb/si… by @jasonwebb, triangulated using github.com/wwwtyro/isosur… by @wwwtyro, rendered in #pex pic.twitter.com/tMadDoPwK3
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Rye Terrell
@wwwtyro
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27. stu |
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Thanks! I'm embarrassed to say I don't remember 😅 I'm travelling without a laptop right now, but next time I get a chance I'll take a look and let you know!
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Rye Terrell
@wwwtyro
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22. stu |
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Hmm is that maybe just rendered? What do you see at view-source:wwwtyro.net/feed.xml ?
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Rye Terrell
@wwwtyro
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21. stu |
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This is hopefully fixed, let me know 🙂
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Rye Terrell
@wwwtyro
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20. stu |
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Yeah. You know, you're probably right, thin smooth lines is the way to go. 🙃
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Rye Terrell
@wwwtyro
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20. stu |
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Yeah good point, the overlap would be annoying for blending. I think at that point I'd probably try to handle the miter joins along with the segments as done here: forum.libcinder.org/topic/smooth-t…
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Rye Terrell
@wwwtyro
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20. stu |
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Hahaha I hear you 😆
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Rye Terrell
@wwwtyro
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20. stu |
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I think you could maybe get it down to three draw calls (instead of the four I have now) - pass in neighboring points for each segment for miters, then render the first and last segments as special cases and include the caps. See, this is why I ❤️ round caps & joins.😁
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Rye Terrell
@wwwtyro
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19. stu |
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Quite right!👍 I was gunning for clarity here, and so opted for implementations I thought were easiest to understand - or at least easiest for me to write about!
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Rye Terrell
@wwwtyro
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19. stu |
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That's gorgeous. 🤤
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Rye Terrell
@wwwtyro
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19. stu |
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Ah this is great, how did I miss it? I like how we converged on the same data structure and instancing technique.☺️
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Rye Terrell
@wwwtyro
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19. stu |
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Finished a post about instanced line rendering: wwwtyro.net/2019/11/18/ins…
TL;DR: Leverage instancing to expand line segments in a vertex shader. Gets you fast, flexible lines with an intuitive and compact data structure. Source: github.com/wwwtyro/instan…
Enjoy!
#regl #webgl pic.twitter.com/MrhiN9xUh6
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Rye Terrell
@wwwtyro
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21. lis |
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Thanks, glad you like it! The state maps were done all in one go, no tiling. The state elevation and satellite data were placed onto a flat road map, so the shadows were a natural result of the rendering process. Hope that helps!
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Rye Terrell
@wwwtyro
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8. kol |
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Thanks for the headsup! Been meaning to refresh this for a while, I'll try to patch it up soon!
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