pouët.net

Cdak by Quite - How?

category: general [glöplog]
torus: I believe they use 4klang
added on the 2011-01-29 23:57:33 by ferris ferris
I want to thumb up user comments in bbs just because of unc's reply.

\o/
added on the 2011-01-30 00:06:43 by rez rez
ferris: butterflies.
added on the 2011-01-30 00:22:20 by __ __
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.
added on the 2011-01-30 00:24:54 by xernobyl xernobyl
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.
added on the 2011-01-30 01:21:26 by yumeji yumeji
knl: The Vista example videos?
added on the 2011-01-30 01:36:19 by Punqtured Punqtured
very nice butterflies too!
added on the 2011-01-30 01:49:12 by __ __
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)
added on the 2011-01-30 01:59:53 by Dune Dune
Still, I tend to prefer the butterflies explanation, it makes more sense to me.
added on the 2011-01-30 02:02:18 by __ __
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).
added on the 2011-01-30 23:32:06 by JAC! JAC!
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...
added on the 2011-02-03 03:31:21 by Mewler Mewler
you're probably using code (a for?) where you should be using math (fmods or something)
added on the 2011-02-03 03:38:01 by xernobyl xernobyl
Yup. I knew fors were inefficient, just didn't know any alternatives. Can you elaborate on the fmods?
added on the 2011-02-03 03:42:39 by Mewler Mewler
Yeah, repeating objects is done with a mod function. There's another thread here which describes it more.
added on the 2011-02-03 04:25:54 by ferris ferris
..but really, kaneel's description is much more concise.
added on the 2011-02-03 04:26:34 by ferris ferris
Can't seem to find any information on using mod functions in that thread... :/
added on the 2011-02-03 04:58:00 by Mewler Mewler
you have the sauce already, what else would you need? =)

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
added on the 2011-02-03 05:21:54 by unc unc
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.
added on the 2011-02-03 05:58:24 by Mewler Mewler
h.w was a parameter coming from synth, to animate/randomize it. So yeah, you dont need it
added on the 2011-02-03 06:13:40 by unc unc
and most likely you dont need four iterations of that loop - two may be enough
(it can get your thing running very slow)
added on the 2011-02-03 06:26:56 by unc unc
Mewler:
http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
36/57 domain repetition with mod.
added on the 2011-02-04 09:16:44 by las las
Quote:
you have the sauce already, what else would you need? =)

Can we also have it? Please? Please please please please please? Pleeeease!!
added on the 2011-02-04 14:04:25 by vibrator vibrator
found in second post in this thread: http://pastebin.com/9PRG1PfN
this is from party version i guess
added on the 2011-02-04 15:00:56 by unc unc
Oh! Sorry, I wasn't aware. Is this actually the whole source (apart from trivial DX setup and synth)?
added on the 2011-02-04 15:12:45 by vibrator vibrator
Looks like the whole of the shader. Also looks utterly incomprehensible to me.. well, I know what everything means, just not what it does :(
added on the 2011-02-04 15:21:23 by psonice psonice

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