gdalgorithms-list Mailing List for Game Dev Algorithms (Page 4)
Brought to you by:
vexxed72
You can subscribe to this list here.
2000 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
(390) |
Aug
(767) |
Sep
(940) |
Oct
(964) |
Nov
(819) |
Dec
(762) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(680) |
Feb
(1075) |
Mar
(954) |
Apr
(595) |
May
(725) |
Jun
(868) |
Jul
(678) |
Aug
(785) |
Sep
(410) |
Oct
(395) |
Nov
(374) |
Dec
(419) |
2002 |
Jan
(699) |
Feb
(501) |
Mar
(311) |
Apr
(334) |
May
(501) |
Jun
(507) |
Jul
(441) |
Aug
(395) |
Sep
(540) |
Oct
(416) |
Nov
(369) |
Dec
(373) |
2003 |
Jan
(514) |
Feb
(488) |
Mar
(396) |
Apr
(624) |
May
(590) |
Jun
(562) |
Jul
(546) |
Aug
(463) |
Sep
(389) |
Oct
(399) |
Nov
(333) |
Dec
(449) |
2004 |
Jan
(317) |
Feb
(395) |
Mar
(136) |
Apr
(338) |
May
(488) |
Jun
(306) |
Jul
(266) |
Aug
(424) |
Sep
(502) |
Oct
(170) |
Nov
(170) |
Dec
(134) |
2005 |
Jan
(249) |
Feb
(109) |
Mar
(119) |
Apr
(282) |
May
(82) |
Jun
(113) |
Jul
(56) |
Aug
(160) |
Sep
(89) |
Oct
(98) |
Nov
(237) |
Dec
(297) |
2006 |
Jan
(151) |
Feb
(250) |
Mar
(222) |
Apr
(147) |
May
(266) |
Jun
(313) |
Jul
(367) |
Aug
(135) |
Sep
(108) |
Oct
(110) |
Nov
(220) |
Dec
(47) |
2007 |
Jan
(133) |
Feb
(144) |
Mar
(247) |
Apr
(191) |
May
(191) |
Jun
(171) |
Jul
(160) |
Aug
(51) |
Sep
(125) |
Oct
(115) |
Nov
(78) |
Dec
(67) |
2008 |
Jan
(165) |
Feb
(37) |
Mar
(130) |
Apr
(111) |
May
(91) |
Jun
(142) |
Jul
(54) |
Aug
(104) |
Sep
(89) |
Oct
(87) |
Nov
(44) |
Dec
(54) |
2009 |
Jan
(283) |
Feb
(113) |
Mar
(154) |
Apr
(395) |
May
(62) |
Jun
(48) |
Jul
(52) |
Aug
(54) |
Sep
(131) |
Oct
(29) |
Nov
(32) |
Dec
(37) |
2010 |
Jan
(34) |
Feb
(36) |
Mar
(40) |
Apr
(23) |
May
(38) |
Jun
(34) |
Jul
(36) |
Aug
(27) |
Sep
(9) |
Oct
(18) |
Nov
(25) |
Dec
|
2011 |
Jan
(1) |
Feb
(14) |
Mar
(1) |
Apr
(5) |
May
(1) |
Jun
|
Jul
|
Aug
(37) |
Sep
(6) |
Oct
(2) |
Nov
|
Dec
|
2012 |
Jan
|
Feb
(7) |
Mar
|
Apr
(4) |
May
|
Jun
(3) |
Jul
|
Aug
|
Sep
(1) |
Oct
|
Nov
|
Dec
(10) |
2013 |
Jan
|
Feb
(1) |
Mar
(7) |
Apr
(2) |
May
|
Jun
|
Jul
(9) |
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2014 |
Jan
(14) |
Feb
|
Mar
(2) |
Apr
|
May
(10) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(3) |
Dec
|
2015 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(12) |
Nov
|
Dec
(1) |
2016 |
Jan
|
Feb
(1) |
Mar
(1) |
Apr
(1) |
May
|
Jun
(1) |
Jul
|
Aug
(1) |
Sep
|
Oct
|
Nov
|
Dec
|
2017 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
(1) |
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2022 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(2) |
Dec
|
From: Fabian G. <ry...@gm...> - 2011-09-10 08:51:24
|
On 10.09.2011 01:23, Tom Sparks wrote: >> Sent: Saturday, 10 September 2011 3:49 AM >> Subject: Re: [Algorithms] procedural star graph generator >> >> >> I think you need to define which interpretation of "star graph" you actually mean. >> >> >> Graph theory, or astronomy? > graph theory Not astronomy sorry > > I've been do some reading and Cellular Texture seams like what I need but the example I've seen are texture-centric The graph theoretic version of star graphs is trivial! You just have N vertices and N-1 edges. One vertex is in the "center" (suppose without loss of generality it's the first one) and then the edges are {1,i} with 2 <= i <= N. "Procedurally generating" such a graph is a single for loop! Considering your reference to cellular textures, what you probably mean are Voronoi diagrams: http://en.wikipedia.org/wiki/Voronoi_diagram If so, there's (reasonably well-known) algorithms for generating it from a set of points. The complexity of both the algorithms and implementation depends considerably on your requirements; if you just need a solution for a low number of points in the plane, that can be done with relatively little code. Higher dimensions require more work, and algorithms with optimal O(n log n) complexity (this is a lower bound for the complexity of algorithms that determine planar Voronoi diagrams!) are more involved than O(n^2) or worse algorithms. -Fabian |
From: Tom S. <tom...@ya...> - 2011-09-10 08:36:24
|
>Sent: Saturday, 10 September 2011 3:49 AM >Subject: Re: [Algorithms] procedural star graph generator > > >I think you need to define which interpretation of "star graph" you actually mean. > > >Graph theory, or astronomy? graph theory Not astronomy sorry I've been do some reading and Cellular Texture seams like what I need but the example I've seen are texture-centric > > >Sincerely, > > >jw > > >-- -- tom_a_sparks "It's a nerdy thing I like to do" Please use ISO approved file formats excluding Office Open XML - http://www.gnu.org/philosophy/no-word-attachments.html 3 x (x)Ubuntu 10.04, Amiga A1200 WB 3.1, UAE AF 2006 WB 3.X, Sam440 AOS 4.1.2 Wanted: RiscOS system, GEOS system (C64/C128), Atari ST, Apple Macintosh (68k/PPC only) |
From: Jon W. <jw...@gm...> - 2011-09-09 17:49:38
|
I think you need to define which interpretation of "star graph" you actually mean. Graph theory, or astronomy? Sincerely, jw -- Americans might object: there is no way we would sacrifice our living standards for the benefit of people in the rest of the world. Nevertheless, whether we get there willingly or not, we shall soon have lower consumption rates, because our present rates are unsustainable. On Fri, Sep 9, 2011 at 1:10 AM, Tom Sparks <tom...@ya...>wrote: > > > I am looking for some code that can procedurally generate a star graph > > -- > tom_a_sparks "It's a nerdy thing I like to do" > Please use ISO approved file formats excluding Office Open XML - > http://www.gnu.org/philosophy/no-word-attachments.html > 3 x (x)Ubuntu 10.04, Amiga A1200 WB 3.1, UAE AF 2006 WB 3.X, Sam440 AOS > 4.1.2 > Wanted: RiscOS system, GEOS system (C64/C128), Atari ST, Apple Macintosh > (68k/PPC only) > > > ------------------------------------------------------------------------------ > Why Cloud-Based Security and Archiving Make Sense > Osterman Research conducted this study that outlines how and why cloud > computing security and archiving is rapidly being adopted across the IT > space for its ease of implementation, lower cost, and increased > reliability. Learn more. http://www.accelacomm.com/jaw/sfnl/114/51425301/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Andy F. <pad...@ob...> - 2011-09-09 16:38:36
|
When you say procedural there are two distinct ways of looking at this word, either phenomenological or essentialist. In other words, either start with a definition of the results you want and work back to a generative basis, or start with some principles and develop a simplified model. For the latter approach two knowledge sources to integrate could be (1) Hughes, E.E Jr "The Luminosities and spatial distribution of stars detected on a two micron sky survey" CalTec 1969 with (2) Knuth V2 3.41/3.4.2 pp 119-142 Numerical Distributions Draw a line through your sky to represent galactic equator. Now use tables, functions and thresholing data from (1) with methods from (2) to make your own plausible Milky Way* * Eating sweets between meals _may_ ruin your appetite On Fri, 9 Sep 2011 01:10:27 -0700 (PDT) Tom Sparks <tom...@ya...> wrote: > > > I am looking for some code that can procedurally generate a star graph > > -- > tom_a_sparks "It's a nerdy thing I like to do" > Please use ISO approved file formats excluding Office Open XML - http://www.gnu.org/philosophy/no-word-attachments.html > 3 x (x)Ubuntu 10.04, Amiga A1200 WB 3.1, UAE AF 2006 WB 3.X, Sam440 AOS 4.1.2 > Wanted: RiscOS system, GEOS system (C64/C128), Atari ST, Apple Macintosh (68k/PPC only) > > ------------------------------------------------------------------------------ > Why Cloud-Based Security and Archiving Make Sense > Osterman Research conducted this study that outlines how and why cloud > computing security and archiving is rapidly being adopted across the IT > space for its ease of implementation, lower cost, and increased > reliability. Learn more. http://www.accelacomm.com/jaw/sfnl/114/51425301/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- Andy Farnell <pad...@ob...> |
From: Megan F. <sha...@gm...> - 2011-09-09 14:37:08
|
I don't have a specific algorithm, but, I suspect if you were to apply the Delaunay triangulation algorithm ( http://en.wikipedia.org/wiki/Delaunay_triangulation) to a slightly sparse point set, and create a star at the center of mass of each resultant triangle, you'd get something very close to what you want. If I were to create an algorithm for such, I'd start there. I'd implement multiple layer point clouds, with different densities per, and for each layer generate a different sort of star size depending on density / triangle count of resultant surface. For the stars themselves, it seems like you could throw together a couple of simple algorithms based on 1/x / x2 / x3 / etc to create variations of the traditional 4 point star shape, and then color/scale them procedurally again depending on the relative density of the layer into which they were being dropped. The result should be a desirable and customizable spacing of stars with appropriate distribution of near and distant stars, etc. ... but it depends on your actual requirements. The above would create a map appropriate for certain styles of games, but it wouldn't be a purely realistic view of the night sky. -- Megan Fox http://www.glassbottomgames.com/ On Fri, Sep 9, 2011 at 2:10 AM, Tom Sparks <tom...@ya...>wrote: > > > I am looking for some code that can procedurally generate a star graph > > -- > tom_a_sparks "It's a nerdy thing I like to do" > Please use ISO approved file formats excluding Office Open XML - > http://www.gnu.org/philosophy/no-word-attachments.html > 3 x (x)Ubuntu 10.04, Amiga A1200 WB 3.1, UAE AF 2006 WB 3.X, Sam440 AOS > 4.1.2 > Wanted: RiscOS system, GEOS system (C64/C128), Atari ST, Apple Macintosh > (68k/PPC only) > > > ------------------------------------------------------------------------------ > Why Cloud-Based Security and Archiving Make Sense > Osterman Research conducted this study that outlines how and why cloud > computing security and archiving is rapidly being adopted across the IT > space for its ease of implementation, lower cost, and increased > reliability. Learn more. http://www.accelacomm.com/jaw/sfnl/114/51425301/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Tom S. <tom...@ya...> - 2011-09-09 08:10:34
|
I am looking for some code that can procedurally generate a star graph -- tom_a_sparks "It's a nerdy thing I like to do" Please use ISO approved file formats excluding Office Open XML - http://www.gnu.org/philosophy/no-word-attachments.html 3 x (x)Ubuntu 10.04, Amiga A1200 WB 3.1, UAE AF 2006 WB 3.X, Sam440 AOS 4.1.2 Wanted: RiscOS system, GEOS system (C64/C128), Atari ST, Apple Macintosh (68k/PPC only) |
From: Jonathan S. <jon...@gm...> - 2011-08-26 14:19:09
|
Hello, > For the truly interesting stuff, like a DJ, you need to do your own "crate digging". Web pages for University and Industry Research Groups like MSResearch, NVidia, Chapel Hill and Stanford often have reports and papers before they get sent to conference or journals. Personal pages for researchers you admire often have preprints, but the real research comes from reading the citations on papers you like and following them up, cross-referencing with other papers that cite the same papers and finding new researchers, departments and search terms that way. Google Scholar (http://scholar.google.com/), Arxiv (http://arxiv.org/) and research tools like Mendeley (http://www.mendeley.com/) all help find those missing papers. I would like to add <http://academic.research.microsoft.com/>. It cross-links citations. Jonathan |
From: Christian H. <c....@qu...> - 2011-08-26 10:42:05
|
Hi Jeff, recently did some research myself, haven't yet come to the implementation side of things, so can't say much about real-world applicability: These are IMHO the most promising results, when it comes to non-exlusively-binary voxelization: Real-time GPU-based Voxelization and Applications (March 2011) http://www.cs.wisc.edu/techreports/viewreport.php?report=1688 Two Simple Single-pass GPU methods for Multi-channel Surface Voxelization of Dynamic Scenes (Pacific Graphics 2011) http://graphics.cs.aueb.gr/graphics/docs/papers/PG-2011optimized.pdf They both give a nice wrap-up of previous work (especially Eisemann) and discuss the kind of problems you are worried about. I will go for the second paper as basis for my implementation, not completely sure about performance though. @all: if anyone has experience with those two papers, I'd be glad to know :) Chris > So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a > 3D texture on the GPU, fairly low res, something like 64^3). At each > point I'd like to have access to color, a (rough) surface normal, and > some kind of indicator of whether the space is "empty" or "filled". > > Is there some clever way I can use GPU rasterization to fill it > (ideally keeping the whole process on the GPU)? I thought about > rendering the mesh in slices with very narrow front and back clip > planes, once for each slice of the 3D texture, but it seems like there > could be issues with polygons perpendicular to my z axis not showing > up, creating holes... > > Any advice? > > -- > Jeff Russell > Engineer, 8monkey Labs > www.8monkeylabs.com <http://www.8monkeylabs.com> > > > ------------------------------------------------------------------------------ > EMC VNX: the world's simplest storage, starting under $10K > The only unified storage solution that offers unified management > Up to 160% more powerful than alternatives and 25% more efficient. > Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
From: Marc R. <mar...@gm...> - 2011-08-26 06:00:51
|
I somewhat agree with Robin's comments. But I've always thought that something along the lines of Lambda the Ultimate for game related topics could be quite interesting if a reasonable level was maintained. |
From: Conor S. <bor...@ya...> - 2011-08-26 05:00:34
|
I found twitter a fantastic resource in this regard, although, it can take some time to follow the right people. You not only get to hear about a lot of very interesting papers, you also get to see (and be involved in) some very interesting discussions about them and other related topics. Cheers, Conor ________________________________ From: Megan Fox <sha...@gm...> To: Game Development Algorithms <GDA...@li...> Sent: Friday, 26 August 2011 3:05 AM Subject: [Algorithms] Good sources / RSS feeds to track emerging research papers? I realize it isn't a question about a specific algorithm, but I assume most of the readers of this list track emerging research papers to inform their own development. Does there exist any one particularly good source? Or does everyone mostly just watch SIGGRAPH et al each year? -- Megan Fox http://www.glassbottomgames.com/ ------------------------------------------------------------------------------ EMC VNX: the world's simplest storage, starting under $10K The only unified storage solution that offers unified management Up to 160% more powerful than alternatives and 25% more efficient. Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
From: Andy F. <pad...@ob...> - 2011-08-25 22:53:30
|
To add 2c to Robins already spot-on words, I am also fond of face to face sources and networks rather than centralised desseminations. Since the paywalls went up and the publishers really stuck the knife into scientific enquiry, its become more an art of really knowing your field and the active movers in it. Swapping papers, book suggestions, sources of code. Maybe it sounds a bit wanky but keeping up on your subject is almost a "lifestyle" choice. So conferences, symposia, workshops, even informal get togethers are good. Project BBQ for us audio guys (was invited this year but unfortunatley can't go), ICMC, DAFx, Develop, dorkbots, openlab meetings to mix with inspired sonic and video artists, and its the after conference pub gatherings after AES and suchlike where I honestly find sparks of new energy in my work. Also I believe in mixing it up in related, neighboring fields. I know most of you are graphics folks here, but listen in case something inspiring gives me an audio idea. I guess some of you also lurk in physics forums for example. best Andy On Thu, 25 Aug 2011 16:03:55 -0600 Megan Fox <sha...@gm...> wrote: > Oh, I know. I have a (now somewhat out of date) collection of my own, and > I've thought about sharing it up on occasion. > > But lately, I find myself busy with launching a small studio ( > http://www.glassbottomgames.com), so just trying to see if there's any > better way of crate digging that I hadn't hit upon yet ;) > > On Thu, Aug 25, 2011 at 3:22 PM, Robin Green <rob...@gm...> wrote: > > > > > It's like asking a DJ where his records come from. He could tell you and it > > probably wouldn't mean much to you, because the real process of deep > > research is painstaking, personal and organic. > > > > If you just want what's popular, you go to the Top10 lists (the big > > conferences). These assume you know the background and are only looking for > > delta between the current state-of-the-art and the cutting edge. If you need > > backgrounders you'll need to get hold of the Tutorials at Siggraph and GDC - > > some tutorials that are 8 years old can still be current but without expert > > help it's difficult to know which ones. Regardless, they're all valuable to > > some degree. > > > > For the truly interesting stuff, like a DJ, you need to do your own "crate > > digging". Web pages for University and Industry Research Groups like > > MSResearch, NVidia, Chapel Hill and Stanford often have reports and papers > > before they get sent to conference or journals. Personal pages for > > researchers you admire often have preprints, but the real research comes > > from reading the citations on papers you like and following them up, > > cross-referencing with other papers that cite the same papers and finding > > new researchers, departments and search terms that way. Google Scholar ( > > http://scholar.google.com/), Arxiv (http://arxiv.org/) and research tools > > like Mendeley (http://www.mendeley.com/) all help find those missing > > papers. > > > > Also like a DJ you also need to keep your own archive of downloaded papers > > you've read, stored away before they get taken down and lost forever, which > > is where Mendeley comes into it's own. > > > > - Robin Green > > > > On Thu, Aug 25, 2011 at 12:42 PM, Eric Haines <eri...@gm...>wrote: > > > >> Another recently-updated resource, with a particular focus on > >> games-related graphic techniques: http://advances.realtimerendering.com/ > >> > >> I try to track some of the better sites and resources on > >> http://realtimerendering.com/portal.html, but haven't updated it in > >> awhile - if anyone has anything to add (or subtract), please let me know. > >> > >> Eric > >> > >> > >> On Thu, Aug 25, 2011 at 3:18 PM, Jonathan Sauer <jon...@gm...>wrote: > >> > >>> Hello, > >>> > >>> > Does there exist any one particularly good source? Or does everyone > >>> mostly just watch SIGGRAPH et al each year? > >>> > >>> I find <http://kesen.realtimerendering.com/> very useful for graphics > >>> papers. It collects papers from Siggraph, > >>> Eurographics, and more conferences. > >>> > >>> > >>> Hope that helps, > >>> Jonathan > >>> > >>> > >>> > >>> ------------------------------------------------------------------------------ > >>> EMC VNX: the world's simplest storage, starting under $10K > >>> The only unified storage solution that offers unified management > >>> Up to 160% more powerful than alternatives and 25% more efficient. > >>> Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > >>> _______________________________________________ > >>> GDAlgorithms-list mailing list > >>> GDA...@li... > >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > >>> Archives: > >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > >>> > >> > >> > >> > >> ------------------------------------------------------------------------------ > >> EMC VNX: the world's simplest storage, starting under $10K > >> The only unified storage solution that offers unified management > >> Up to 160% more powerful than alternatives and 25% more efficient. > >> Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > >> _______________________________________________ > >> GDAlgorithms-list mailing list > >> GDA...@li... > >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > >> Archives: > >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > >> > > > > > > > > ------------------------------------------------------------------------------ > > EMC VNX: the world's simplest storage, starting under $10K > > The only unified storage solution that offers unified management > > Up to 160% more powerful than alternatives and 25% more efficient. > > Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > > > -- > Megan Fox > http://www.glassbottomgames.com/ -- Andy Farnell <pad...@ob...> |
From: Megan F. <sha...@gm...> - 2011-08-25 22:04:23
|
Oh, I know. I have a (now somewhat out of date) collection of my own, and I've thought about sharing it up on occasion. But lately, I find myself busy with launching a small studio ( http://www.glassbottomgames.com), so just trying to see if there's any better way of crate digging that I hadn't hit upon yet ;) On Thu, Aug 25, 2011 at 3:22 PM, Robin Green <rob...@gm...> wrote: > > It's like asking a DJ where his records come from. He could tell you and it > probably wouldn't mean much to you, because the real process of deep > research is painstaking, personal and organic. > > If you just want what's popular, you go to the Top10 lists (the big > conferences). These assume you know the background and are only looking for > delta between the current state-of-the-art and the cutting edge. If you need > backgrounders you'll need to get hold of the Tutorials at Siggraph and GDC - > some tutorials that are 8 years old can still be current but without expert > help it's difficult to know which ones. Regardless, they're all valuable to > some degree. > > For the truly interesting stuff, like a DJ, you need to do your own "crate > digging". Web pages for University and Industry Research Groups like > MSResearch, NVidia, Chapel Hill and Stanford often have reports and papers > before they get sent to conference or journals. Personal pages for > researchers you admire often have preprints, but the real research comes > from reading the citations on papers you like and following them up, > cross-referencing with other papers that cite the same papers and finding > new researchers, departments and search terms that way. Google Scholar ( > http://scholar.google.com/), Arxiv (http://arxiv.org/) and research tools > like Mendeley (http://www.mendeley.com/) all help find those missing > papers. > > Also like a DJ you also need to keep your own archive of downloaded papers > you've read, stored away before they get taken down and lost forever, which > is where Mendeley comes into it's own. > > - Robin Green > > On Thu, Aug 25, 2011 at 12:42 PM, Eric Haines <eri...@gm...>wrote: > >> Another recently-updated resource, with a particular focus on >> games-related graphic techniques: http://advances.realtimerendering.com/ >> >> I try to track some of the better sites and resources on >> http://realtimerendering.com/portal.html, but haven't updated it in >> awhile - if anyone has anything to add (or subtract), please let me know. >> >> Eric >> >> >> On Thu, Aug 25, 2011 at 3:18 PM, Jonathan Sauer <jon...@gm...>wrote: >> >>> Hello, >>> >>> > Does there exist any one particularly good source? Or does everyone >>> mostly just watch SIGGRAPH et al each year? >>> >>> I find <http://kesen.realtimerendering.com/> very useful for graphics >>> papers. It collects papers from Siggraph, >>> Eurographics, and more conferences. >>> >>> >>> Hope that helps, >>> Jonathan >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> EMC VNX: the world's simplest storage, starting under $10K >>> The only unified storage solution that offers unified management >>> Up to 160% more powerful than alternatives and 25% more efficient. >>> Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev >>> _______________________________________________ >>> GDAlgorithms-list mailing list >>> GDA...@li... >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>> Archives: >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>> >> >> >> >> ------------------------------------------------------------------------------ >> EMC VNX: the world's simplest storage, starting under $10K >> The only unified storage solution that offers unified management >> Up to 160% more powerful than alternatives and 25% more efficient. >> Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > > > ------------------------------------------------------------------------------ > EMC VNX: the world's simplest storage, starting under $10K > The only unified storage solution that offers unified management > Up to 160% more powerful than alternatives and 25% more efficient. > Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > -- Megan Fox http://www.glassbottomgames.com/ |
From: Robin G. <rob...@gm...> - 2011-08-25 21:22:55
|
It's like asking a DJ where his records come from. He could tell you and it probably wouldn't mean much to you, because the real process of deep research is painstaking, personal and organic. If you just want what's popular, you go to the Top10 lists (the big conferences). These assume you know the background and are only looking for delta between the current state-of-the-art and the cutting edge. If you need backgrounders you'll need to get hold of the Tutorials at Siggraph and GDC - some tutorials that are 8 years old can still be current but without expert help it's difficult to know which ones. Regardless, they're all valuable to some degree. For the truly interesting stuff, like a DJ, you need to do your own "crate digging". Web pages for University and Industry Research Groups like MSResearch, NVidia, Chapel Hill and Stanford often have reports and papers before they get sent to conference or journals. Personal pages for researchers you admire often have preprints, but the real research comes from reading the citations on papers you like and following them up, cross-referencing with other papers that cite the same papers and finding new researchers, departments and search terms that way. Google Scholar ( http://scholar.google.com/), Arxiv (http://arxiv.org/) and research tools like Mendeley (http://www.mendeley.com/) all help find those missing papers. Also like a DJ you also need to keep your own archive of downloaded papers you've read, stored away before they get taken down and lost forever, which is where Mendeley comes into it's own. - Robin Green On Thu, Aug 25, 2011 at 12:42 PM, Eric Haines <eri...@gm...> wrote: > Another recently-updated resource, with a particular focus on games-related > graphic techniques: http://advances.realtimerendering.com/ > > I try to track some of the better sites and resources on > http://realtimerendering.com/portal.html, but haven't updated it in awhile > - if anyone has anything to add (or subtract), please let me know. > > Eric > > > On Thu, Aug 25, 2011 at 3:18 PM, Jonathan Sauer <jon...@gm...>wrote: > >> Hello, >> >> > Does there exist any one particularly good source? Or does everyone >> mostly just watch SIGGRAPH et al each year? >> >> I find <http://kesen.realtimerendering.com/> very useful for graphics >> papers. It collects papers from Siggraph, >> Eurographics, and more conferences. >> >> >> Hope that helps, >> Jonathan >> >> >> >> ------------------------------------------------------------------------------ >> EMC VNX: the world's simplest storage, starting under $10K >> The only unified storage solution that offers unified management >> Up to 160% more powerful than alternatives and 25% more efficient. >> Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > > > ------------------------------------------------------------------------------ > EMC VNX: the world's simplest storage, starting under $10K > The only unified storage solution that offers unified management > Up to 160% more powerful than alternatives and 25% more efficient. > Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Graham R. ARA/S. <gr...@ar...> - 2011-08-25 19:44:47
|
Jonathan, thank you. That is a helpful link! Graham -----Original Message----- From: Jonathan Sauer [mailto:jon...@gm...] Sent: Thursday, August 25, 2011 3:18 PM To: Game Development Algorithms Subject: Re: [Algorithms] Good sources / RSS feeds to track emerging research papers? Hello, > Does there exist any one particularly good source? Or does everyone mostly just watch SIGGRAPH et al each year? I find <http://kesen.realtimerendering.com/> very useful for graphics papers. It collects papers from Siggraph, Eurographics, and more conferences. Hope that helps, Jonathan ------------------------------------------------------------------------------ EMC VNX: the world's simplest storage, starting under $10K The only unified storage solution that offers unified management Up to 160% more powerful than alternatives and 25% more efficient. Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
From: Eric H. <eri...@gm...> - 2011-08-25 19:42:12
|
Another recently-updated resource, with a particular focus on games-related graphic techniques: http://advances.realtimerendering.com/ I try to track some of the better sites and resources on http://realtimerendering.com/portal.html, but haven't updated it in awhile - if anyone has anything to add (or subtract), please let me know. Eric On Thu, Aug 25, 2011 at 3:18 PM, Jonathan Sauer <jon...@gm...>wrote: > Hello, > > > Does there exist any one particularly good source? Or does everyone > mostly just watch SIGGRAPH et al each year? > > I find <http://kesen.realtimerendering.com/> very useful for graphics > papers. It collects papers from Siggraph, > Eurographics, and more conferences. > > > Hope that helps, > Jonathan > > > > ------------------------------------------------------------------------------ > EMC VNX: the world's simplest storage, starting under $10K > The only unified storage solution that offers unified management > Up to 160% more powerful than alternatives and 25% more efficient. > Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Jonathan S. <jon...@gm...> - 2011-08-25 19:18:13
|
Hello, > Does there exist any one particularly good source? Or does everyone mostly just watch SIGGRAPH et al each year? I find <http://kesen.realtimerendering.com/> very useful for graphics papers. It collects papers from Siggraph, Eurographics, and more conferences. Hope that helps, Jonathan |
From: Megan F. <sha...@gm...> - 2011-08-25 19:05:42
|
I realize it isn't a question about a specific algorithm, but I assume most of the readers of this list track emerging research papers to inform their own development. Does there exist any one particularly good source? Or does everyone mostly just watch SIGGRAPH et al each year? -- Megan Fox http://www.glassbottomgames.com/ |
From: Jan A. <her...@gm...> - 2011-08-25 18:50:43
|
This paper from this year's HPG sounds like what you're looking for: http://research.nvidia.com/publication/voxelpipe-programmable-pipeline-3d-voxelization -- Sent from my Android phone with K-9 Mail. Please excuse my brevity. Jeff Russell <je...@8m...> wrote: So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D texture on the GPU, fairly low res, something like 64^3). At each point I'd like to have access to color, a (rough) surface normal, and some kind of indicator of whether the space is "empty" or "filled". Is there some clever way I can use GPU rasterization to fill it (ideally keeping the whole process on the GPU)? I thought about rendering the mesh in slices with very narrow front and back clip planes, once for each slice of the 3D texture, but it seems like there could be issues with polygons perpendicular to my z axis not showing up, creating holes... Any advice? -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com |
From: Francis B. <fra...@ub...> - 2011-08-25 17:52:48
|
That's pretty much how d3d10+ implementation of Light Propagation Volumes work. This example, for instance http://blog.blackhc.net/wp-content/uploads/2010/07/LPVPrototype.zip, handles all volume texture data (writing and reading) on the gpu. The magic lies in the use of Draw with a NULL vertex buffer and a geometry shader that correctly selects the slice of volume to render into. From: Jeff Russell [mailto:je...@8m...] Sent: August-25-11 1:05 PM To: Game Development Algorithms Subject: [Algorithms] mesh to 3D texture? So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D texture on the GPU, fairly low res, something like 64^3). At each point I'd like to have access to color, a (rough) surface normal, and some kind of indicator of whether the space is "empty" or "filled". Is there some clever way I can use GPU rasterization to fill it (ideally keeping the whole process on the GPU)? I thought about rendering the mesh in slices with very narrow front and back clip planes, once for each slice of the 3D texture, but it seems like there could be issues with polygons perpendicular to my z axis not showing up, creating holes... Any advice? -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com<http://www.8monkeylabs.com> |
From: Michael H. <mh...@gm...> - 2011-08-25 17:43:54
|
I've not personally done this work but do recall a few papers I've read on the topic. The following paper should be particularly germane. It details an approach for one pass solid voxelization. It also describes a method for determining a density field from which you can derive normal data. I imagine depending on your buffer width you could record encoded normal and color samples in the first pass, though this data only really is meaningful for the isosurface itself. http://artis.imag.fr/Publications/2008/ED08a/solidvoxelizationAuthorVersion.pdf Some more reading, though I've not read this paper in depth. http://www.mpi-inf.mpg.de/~mschwarz/papers/vox-siga10.pdf -Michael On Thu, Aug 25, 2011 at 10:04 AM, Jeff Russell <je...@8m...>wrote: > So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D > texture on the GPU, fairly low res, something like 64^3). At each point I'd > like to have access to color, a (rough) surface normal, and some kind of > indicator of whether the space is "empty" or "filled". > > Is there some clever way I can use GPU rasterization to fill it (ideally > keeping the whole process on the GPU)? I thought about rendering the mesh in > slices with very narrow front and back clip planes, once for each slice of > the 3D texture, but it seems like there could be issues with polygons > perpendicular to my z axis not showing up, creating holes... > > Any advice? > > -- > Jeff Russell > Engineer, 8monkey Labs > www.8monkeylabs.com > > > ------------------------------------------------------------------------------ > EMC VNX: the world's simplest storage, starting under $10K > The only unified storage solution that offers unified management > Up to 160% more powerful than alternatives and 25% more efficient. > Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Jeff R. <je...@8m...> - 2011-08-25 17:05:26
|
So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D texture on the GPU, fairly low res, something like 64^3). At each point I'd like to have access to color, a (rough) surface normal, and some kind of indicator of whether the space is "empty" or "filled". Is there some clever way I can use GPU rasterization to fill it (ideally keeping the whole process on the GPU)? I thought about rendering the mesh in slices with very narrow front and back clip planes, once for each slice of the 3D texture, but it seems like there could be issues with polygons perpendicular to my z axis not showing up, creating holes... Any advice? -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com |
From: Joel B <one...@ea...> - 2011-08-15 04:17:15
|
Actually I got inspired by Andy's code to start writing code to read and write WAV files, it will be interesting to actually hear the output of his algorithm! Sent from my iPhone On Aug 14, 2011, at 2:05 PM, Andy Farnell <pad...@ob...> wrote: > > > Oops that was possibly my bad etiquette to fork off there, > I replied to Joel off-list because I wasn't sure about > policy on posting code. As it turns out it was less than > 20 lines. Maybe Joel will post back some results later. > > Actually it is simple, the synthesis components, > being interpolated lookups of a cosine table (or > math function), are summed and used directly, and if > there's several of them (between 5 and 10 maybe) the > terrain looks okay. Joel sent me a video clip to show > it working. > > The next idea I had was maybe to provide some FM feedback > to get a range of quasi-noisy textures > > see http://www.youtube.com/watch?v=Hu9FR_1l0Nc > >> Also, do you want heightfield-style terrain (each X has exactly 1 Y) or >> overhangs/crags? That may change how you implement the subdivision. > > That's an interesting thought. > > Andy > > > On Sun, 14 Aug 2011 13:12:17 -0700 > Jon Watte <jw...@gm...> wrote: > >>> From his description, it sounds as if he uses Fourier synthesis to generate >> control values for some fractal algorithm. For example, subdivision >> algorithms often have "roughness" parameters, which determine how much to >> subdivide a segment once it's selected for subdivision; I would imagine >> you'd get an interesting-looking terrain by varying roughness in some >> locally-smooth but globally-varying way. >> >> Also, do you want heightfield-style terrain (each X has exactly 1 Y) or >> overhangs/crags? That may change how you implement the subdivision. >> >> Sincerely, >> >> jw >> >> >> -- >> Americans might object: there is no way we would sacrifice our living >> standards for the benefit of people in the rest of the world. Nevertheless, >> whether we get there willingly or not, we shall soon have lower consumption >> rates, because our present rates are unsustainable. >> >> >> >> On Tue, Aug 9, 2011 at 1:20 PM, Joel B <one...@ea...> wrote: >> >>> Hi Andy, do you have any examples of the algorithm? Is it just a standard >>> Fourier transform and use the waveform output as landscape? >>> >>> - Joel >>> >>> >>> On Aug 9, 2011, at 7:51 AM, Andy Farnell wrote: >>> >>>> >>>> >>>> >>>> An alternative take to random/quasi-stochastic methods I'll mention >>>> an exercise we did with my London undergraduates for a Lunar Lander >>>> terrain. The problem was to make the terrain controllable, in order to >>>> insert plausible landing sites, (or IIRC "defender" well, you might >>>> want to create volatile terrain to nicely hide ground based missle silos) >>>> >>>> Rather than starting with a Perlin source and filtering as Megan >>> suggests, >>>> we found a great way was to Fourier construct with about 5 or 6 sine >>> components. >>>> By setting the frequency and amplitude coefficients the terrain could >>> have >>>> a useful "roughness" parameter, with local consistency, without >>> unexpected >>>> dicontinuities (effectively band limiting the terrain within the frame >>>> resolution) and remain well bounded in height. Compared to a pink or >>>> Perlin source and IIR filter it's swings and roundabouts in terms of >>> cost. >>>> >>>> - Andy >>>> >>>> >>>> On Tue, 9 Aug 2011 07:49:44 -0600 >>>> Megan Fox <sha...@gm...> wrote: >>>> >>>>> I'd also recommend Perlin - once you start mixing high or low passed >>>>> low-frequency Perlin noise with high/low-passed high-frequency noise, >>> you >>>>> get some very, very interesting results. >>>>> >>>>> The key, and what will define your continents and the feel of the >>> resultant >>>>> shape, is the number of layers of noise, and how you scale or cut >>> (high/low >>>>> pass) each layer. >>>>> >>>>> Hugo Elias's page is an oldy, but it has some really great info on this >>>>> topic: http://freespace.virgin.net/hugo.elias/models/m_clouds.htm - >>> that >>>>> page is the one that turned me on to how cool noise could be in the >>> first >>>>> place (my version of his cloud algorithm: >>>>> http://www.youtube.com/watch?v=kHvJqPxXUXM). I realize he's working in >>> a >>>>> slightly different space, but those basic techniques can be applied from >>> a >>>>> side view just as they can from a top-down view. >>>>> >>>>> On Mon, Aug 8, 2011 at 11:34 PM, Marc Hernandez <ma...@gm...> >>> wrote: >>>>> >>>>>> The big revelation for me was that I realized I could use fractals >>>>>> as input functions to other fractals, as well as composing them from >>>>>> adding or multiplying. >>>>>> >>>>>> I tend to start with the standard perlin noise to define the major >>>>>> continents, then use things like rigid multifractal to build mountains >>>>>> into it. >>>>>> From there I use another perlin noise to add smaller hills and >>>>>> valleys, and use yet another to define where to place all those. >>>>>> >>>>>> Here's a 2d example of the output. >>>>>> >>> http://redmine.alephnought.com/projects/cubit/wiki/World#Pretty-pictures >>>>>> I didnt have a terrain renderer yet, so I dont know what the >>>>>> landscape looked like, but I liked the start of it. >>>>>> >>>>>> For something like you're mentioning, I think I might treat it as a >>>>>> strip of a standard 2d heightmap. That way you might get some neat >>>>>> parallax as the ship flys through it. >>>>>> >>>>>> On Mon, Aug 8, 2011 at 8:39 PM, Brennan Rusnell >>>>>> <bre...@gm...> wrote: >>>>>>> I'd recommend using Ridged Multifractals: >>>>>>> >>>>>> >>> https://www.internal.pandromeda.com/engineering/musgrave/unsecure/S01_Course_Notes.html >>>>>>> http://www.ypoart.com/downloads/Musgrave.htm >>>>>>> http://vterrain.org/Elevation/Artificial/ >>>>>>> This is a great book on the topic: >>>>>>> >>>>>> >>> http://books.google.com/books/about/Texturing_modeling.html?id=bDlSJd8GfMcC >>>>>>> Hope this helps. >>>>>>> -- >>>>>>> Brennan Rusnell >>>>>>> >>>>>>> On Mon, Aug 8, 2011 at 7:22 PM, Joel B <one...@ea...> >>> wrote: >>>>>>>> >>>>>>>> Hello, I'm looking for algorithms for generating 2d terrain from a >>> side >>>>>>>> view, like the old Defender game from the 80's, except with mountains >>>>>> grass, >>>>>>>> rocks, lakes etc instead of just lines. >>>>>>>> >>>>>>>> Here is an example of what I have done in Photoshop: >>>>>>>> >>>>>>>> http://img855.imageshack.us/img855/8125/examplelp.png >>>>>>>> >>>>>>>> Anyone on this list have some suggestions? It doesn't have to be real >>>>>>>> time, although that would be interesting too. >>>>>>>> >>>>>>>> - Joel >>>>>>>> >>>>>>>> >>>>>> >>> ------------------------------------------------------------------------------ >>>>>>>> uberSVN's rich system and user administration capabilities and model >>>>>>>> configuration take the hassle out of deploying and managing >>> Subversion >>>>>> and >>>>>>>> the tools developers use with it. Learn more about uberSVN and get a >>>>>> free >>>>>>>> download at: http://p.sf.net/sfu/wandisco-dev2dev >>>>>>>> _______________________________________________ >>>>>>>> GDAlgorithms-list mailing list >>>>>>>> GDA...@li... >>>>>>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>>>>>>> Archives: >>>>>>>> >>>>>> >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>>>>>> >>>>>>> >>>>>>> >>>>>> >>> ------------------------------------------------------------------------------ >>>>>>> uberSVN's rich system and user administration capabilities and model >>>>>>> configuration take the hassle out of deploying and managing Subversion >>>>>> and >>>>>>> the tools developers use with it. Learn more about uberSVN and get a >>> free >>>>>>> download at: http://p.sf.net/sfu/wandisco-dev2dev >>>>>>> >>>>>>> _______________________________________________ >>>>>>> GDAlgorithms-list mailing list >>>>>>> GDA...@li... >>>>>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>>>>>> Archives: >>>>>>> >>>>>> >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>>>>>> >>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> /// // >>>>>> >>>>>> >>>>>> >>> ------------------------------------------------------------------------------ >>>>>> uberSVN's rich system and user administration capabilities and model >>>>>> configuration take the hassle out of deploying and managing Subversion >>> and >>>>>> the tools developers use with it. Learn more about uberSVN and get a >>> free >>>>>> download at: http://p.sf.net/sfu/wandisco-dev2dev >>>>>> _______________________________________________ >>>>>> GDAlgorithms-list mailing list >>>>>> GDA...@li... >>>>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>>>>> Archives: >>>>>> >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>>>>> >>>>> >>>>> >>>>> >>>>> -- >>>>> Megan Fox >>>>> http://www.glassbottomgames.com/ >>>> >>>> >>>> -- >>>> Andy Farnell <pad...@ob...> >>>> >>>> >>> ------------------------------------------------------------------------------ >>>> uberSVN's rich system and user administration capabilities and model >>>> configuration take the hassle out of deploying and managing Subversion >>> and >>>> the tools developers use with it. Learn more about uberSVN and get a free >>>> download at: http://p.sf.net/sfu/wandisco-dev2dev >>>> _______________________________________________ >>>> GDAlgorithms-list mailing list >>>> GDA...@li... >>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>>> Archives: >>>> >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> uberSVN's rich system and user administration capabilities and model >>> configuration take the hassle out of deploying and managing Subversion and >>> the tools developers use with it. Learn more about uberSVN and get a free >>> download at: http://p.sf.net/sfu/wandisco-dev2dev >>> _______________________________________________ >>> GDAlgorithms-list mailing list >>> GDA...@li... >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>> Archives: >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>> > > > -- > Andy Farnell <pad...@ob...> > > ------------------------------------------------------------------------------ > FREE DOWNLOAD - uberSVN with Social Coding for Subversion. > Subversion made easy with a complete admin console. Easy > to use, easy to manage, easy to install, easy to extend. > Get a Free download of the new open ALM Subversion platform now. > http://p.sf.net/sfu/wandisco-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
From: Andy F. <pad...@ob...> - 2011-08-14 21:11:09
|
Oops that was possibly my bad etiquette to fork off there, I replied to Joel off-list because I wasn't sure about policy on posting code. As it turns out it was less than 20 lines. Maybe Joel will post back some results later. Actually it is simple, the synthesis components, being interpolated lookups of a cosine table (or math function), are summed and used directly, and if there's several of them (between 5 and 10 maybe) the terrain looks okay. Joel sent me a video clip to show it working. The next idea I had was maybe to provide some FM feedback to get a range of quasi-noisy textures see http://www.youtube.com/watch?v=Hu9FR_1l0Nc > Also, do you want heightfield-style terrain (each X has exactly 1 Y) or > overhangs/crags? That may change how you implement the subdivision. That's an interesting thought. Andy On Sun, 14 Aug 2011 13:12:17 -0700 Jon Watte <jw...@gm...> wrote: > >From his description, it sounds as if he uses Fourier synthesis to generate > control values for some fractal algorithm. For example, subdivision > algorithms often have "roughness" parameters, which determine how much to > subdivide a segment once it's selected for subdivision; I would imagine > you'd get an interesting-looking terrain by varying roughness in some > locally-smooth but globally-varying way. > > Also, do you want heightfield-style terrain (each X has exactly 1 Y) or > overhangs/crags? That may change how you implement the subdivision. > > Sincerely, > > jw > > > -- > Americans might object: there is no way we would sacrifice our living > standards for the benefit of people in the rest of the world. Nevertheless, > whether we get there willingly or not, we shall soon have lower consumption > rates, because our present rates are unsustainable. > > > > On Tue, Aug 9, 2011 at 1:20 PM, Joel B <one...@ea...> wrote: > > > Hi Andy, do you have any examples of the algorithm? Is it just a standard > > Fourier transform and use the waveform output as landscape? > > > > - Joel > > > > > > On Aug 9, 2011, at 7:51 AM, Andy Farnell wrote: > > > > > > > > > > > > > > An alternative take to random/quasi-stochastic methods I'll mention > > > an exercise we did with my London undergraduates for a Lunar Lander > > > terrain. The problem was to make the terrain controllable, in order to > > > insert plausible landing sites, (or IIRC "defender" well, you might > > > want to create volatile terrain to nicely hide ground based missle silos) > > > > > > Rather than starting with a Perlin source and filtering as Megan > > suggests, > > > we found a great way was to Fourier construct with about 5 or 6 sine > > components. > > > By setting the frequency and amplitude coefficients the terrain could > > have > > > a useful "roughness" parameter, with local consistency, without > > unexpected > > > dicontinuities (effectively band limiting the terrain within the frame > > > resolution) and remain well bounded in height. Compared to a pink or > > > Perlin source and IIR filter it's swings and roundabouts in terms of > > cost. > > > > > > - Andy > > > > > > > > > On Tue, 9 Aug 2011 07:49:44 -0600 > > > Megan Fox <sha...@gm...> wrote: > > > > > >> I'd also recommend Perlin - once you start mixing high or low passed > > >> low-frequency Perlin noise with high/low-passed high-frequency noise, > > you > > >> get some very, very interesting results. > > >> > > >> The key, and what will define your continents and the feel of the > > resultant > > >> shape, is the number of layers of noise, and how you scale or cut > > (high/low > > >> pass) each layer. > > >> > > >> Hugo Elias's page is an oldy, but it has some really great info on this > > >> topic: http://freespace.virgin.net/hugo.elias/models/m_clouds.htm - > > that > > >> page is the one that turned me on to how cool noise could be in the > > first > > >> place (my version of his cloud algorithm: > > >> http://www.youtube.com/watch?v=kHvJqPxXUXM). I realize he's working in > > a > > >> slightly different space, but those basic techniques can be applied from > > a > > >> side view just as they can from a top-down view. > > >> > > >> On Mon, Aug 8, 2011 at 11:34 PM, Marc Hernandez <ma...@gm...> > > wrote: > > >> > > >>> The big revelation for me was that I realized I could use fractals > > >>> as input functions to other fractals, as well as composing them from > > >>> adding or multiplying. > > >>> > > >>> I tend to start with the standard perlin noise to define the major > > >>> continents, then use things like rigid multifractal to build mountains > > >>> into it. > > >>> From there I use another perlin noise to add smaller hills and > > >>> valleys, and use yet another to define where to place all those. > > >>> > > >>> Here's a 2d example of the output. > > >>> > > http://redmine.alephnought.com/projects/cubit/wiki/World#Pretty-pictures > > >>> I didnt have a terrain renderer yet, so I dont know what the > > >>> landscape looked like, but I liked the start of it. > > >>> > > >>> For something like you're mentioning, I think I might treat it as a > > >>> strip of a standard 2d heightmap. That way you might get some neat > > >>> parallax as the ship flys through it. > > >>> > > >>> On Mon, Aug 8, 2011 at 8:39 PM, Brennan Rusnell > > >>> <bre...@gm...> wrote: > > >>>> I'd recommend using Ridged Multifractals: > > >>>> > > >>> > > https://www.internal.pandromeda.com/engineering/musgrave/unsecure/S01_Course_Notes.html > > >>>> http://www.ypoart.com/downloads/Musgrave.htm > > >>>> http://vterrain.org/Elevation/Artificial/ > > >>>> This is a great book on the topic: > > >>>> > > >>> > > http://books.google.com/books/about/Texturing_modeling.html?id=bDlSJd8GfMcC > > >>>> Hope this helps. > > >>>> -- > > >>>> Brennan Rusnell > > >>>> > > >>>> On Mon, Aug 8, 2011 at 7:22 PM, Joel B <one...@ea...> > > wrote: > > >>>>> > > >>>>> Hello, I'm looking for algorithms for generating 2d terrain from a > > side > > >>>>> view, like the old Defender game from the 80's, except with mountains > > >>> grass, > > >>>>> rocks, lakes etc instead of just lines. > > >>>>> > > >>>>> Here is an example of what I have done in Photoshop: > > >>>>> > > >>>>> http://img855.imageshack.us/img855/8125/examplelp.png > > >>>>> > > >>>>> Anyone on this list have some suggestions? It doesn't have to be real > > >>>>> time, although that would be interesting too. > > >>>>> > > >>>>> - Joel > > >>>>> > > >>>>> > > >>> > > ------------------------------------------------------------------------------ > > >>>>> uberSVN's rich system and user administration capabilities and model > > >>>>> configuration take the hassle out of deploying and managing > > Subversion > > >>> and > > >>>>> the tools developers use with it. Learn more about uberSVN and get a > > >>> free > > >>>>> download at: http://p.sf.net/sfu/wandisco-dev2dev > > >>>>> _______________________________________________ > > >>>>> GDAlgorithms-list mailing list > > >>>>> GDA...@li... > > >>>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > >>>>> Archives: > > >>>>> > > >>> > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > >>>> > > >>>> > > >>>> > > >>> > > ------------------------------------------------------------------------------ > > >>>> uberSVN's rich system and user administration capabilities and model > > >>>> configuration take the hassle out of deploying and managing Subversion > > >>> and > > >>>> the tools developers use with it. Learn more about uberSVN and get a > > free > > >>>> download at: http://p.sf.net/sfu/wandisco-dev2dev > > >>>> > > >>>> _______________________________________________ > > >>>> GDAlgorithms-list mailing list > > >>>> GDA...@li... > > >>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > >>>> Archives: > > >>>> > > >>> > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > >>>> > > >>> > > >>> > > >>> > > >>> -- > > >>> /// // > > >>> > > >>> > > >>> > > ------------------------------------------------------------------------------ > > >>> uberSVN's rich system and user administration capabilities and model > > >>> configuration take the hassle out of deploying and managing Subversion > > and > > >>> the tools developers use with it. Learn more about uberSVN and get a > > free > > >>> download at: http://p.sf.net/sfu/wandisco-dev2dev > > >>> _______________________________________________ > > >>> GDAlgorithms-list mailing list > > >>> GDA...@li... > > >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > >>> Archives: > > >>> > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > >>> > > >> > > >> > > >> > > >> -- > > >> Megan Fox > > >> http://www.glassbottomgames.com/ > > > > > > > > > -- > > > Andy Farnell <pad...@ob...> > > > > > > > > ------------------------------------------------------------------------------ > > > uberSVN's rich system and user administration capabilities and model > > > configuration take the hassle out of deploying and managing Subversion > > and > > > the tools developers use with it. Learn more about uberSVN and get a free > > > download at: http://p.sf.net/sfu/wandisco-dev2dev > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > > Archives: > > > > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > > > > > ------------------------------------------------------------------------------ > > uberSVN's rich system and user administration capabilities and model > > configuration take the hassle out of deploying and managing Subversion and > > the tools developers use with it. Learn more about uberSVN and get a free > > download at: http://p.sf.net/sfu/wandisco-dev2dev > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > -- Andy Farnell <pad...@ob...> |
From: Jon W. <jw...@gm...> - 2011-08-14 20:12:22
|
>From his description, it sounds as if he uses Fourier synthesis to generate control values for some fractal algorithm. For example, subdivision algorithms often have "roughness" parameters, which determine how much to subdivide a segment once it's selected for subdivision; I would imagine you'd get an interesting-looking terrain by varying roughness in some locally-smooth but globally-varying way. Also, do you want heightfield-style terrain (each X has exactly 1 Y) or overhangs/crags? That may change how you implement the subdivision. Sincerely, jw -- Americans might object: there is no way we would sacrifice our living standards for the benefit of people in the rest of the world. Nevertheless, whether we get there willingly or not, we shall soon have lower consumption rates, because our present rates are unsustainable. On Tue, Aug 9, 2011 at 1:20 PM, Joel B <one...@ea...> wrote: > Hi Andy, do you have any examples of the algorithm? Is it just a standard > Fourier transform and use the waveform output as landscape? > > - Joel > > > On Aug 9, 2011, at 7:51 AM, Andy Farnell wrote: > > > > > > > > > An alternative take to random/quasi-stochastic methods I'll mention > > an exercise we did with my London undergraduates for a Lunar Lander > > terrain. The problem was to make the terrain controllable, in order to > > insert plausible landing sites, (or IIRC "defender" well, you might > > want to create volatile terrain to nicely hide ground based missle silos) > > > > Rather than starting with a Perlin source and filtering as Megan > suggests, > > we found a great way was to Fourier construct with about 5 or 6 sine > components. > > By setting the frequency and amplitude coefficients the terrain could > have > > a useful "roughness" parameter, with local consistency, without > unexpected > > dicontinuities (effectively band limiting the terrain within the frame > > resolution) and remain well bounded in height. Compared to a pink or > > Perlin source and IIR filter it's swings and roundabouts in terms of > cost. > > > > - Andy > > > > > > On Tue, 9 Aug 2011 07:49:44 -0600 > > Megan Fox <sha...@gm...> wrote: > > > >> I'd also recommend Perlin - once you start mixing high or low passed > >> low-frequency Perlin noise with high/low-passed high-frequency noise, > you > >> get some very, very interesting results. > >> > >> The key, and what will define your continents and the feel of the > resultant > >> shape, is the number of layers of noise, and how you scale or cut > (high/low > >> pass) each layer. > >> > >> Hugo Elias's page is an oldy, but it has some really great info on this > >> topic: http://freespace.virgin.net/hugo.elias/models/m_clouds.htm - > that > >> page is the one that turned me on to how cool noise could be in the > first > >> place (my version of his cloud algorithm: > >> http://www.youtube.com/watch?v=kHvJqPxXUXM). I realize he's working in > a > >> slightly different space, but those basic techniques can be applied from > a > >> side view just as they can from a top-down view. > >> > >> On Mon, Aug 8, 2011 at 11:34 PM, Marc Hernandez <ma...@gm...> > wrote: > >> > >>> The big revelation for me was that I realized I could use fractals > >>> as input functions to other fractals, as well as composing them from > >>> adding or multiplying. > >>> > >>> I tend to start with the standard perlin noise to define the major > >>> continents, then use things like rigid multifractal to build mountains > >>> into it. > >>> From there I use another perlin noise to add smaller hills and > >>> valleys, and use yet another to define where to place all those. > >>> > >>> Here's a 2d example of the output. > >>> > http://redmine.alephnought.com/projects/cubit/wiki/World#Pretty-pictures > >>> I didnt have a terrain renderer yet, so I dont know what the > >>> landscape looked like, but I liked the start of it. > >>> > >>> For something like you're mentioning, I think I might treat it as a > >>> strip of a standard 2d heightmap. That way you might get some neat > >>> parallax as the ship flys through it. > >>> > >>> On Mon, Aug 8, 2011 at 8:39 PM, Brennan Rusnell > >>> <bre...@gm...> wrote: > >>>> I'd recommend using Ridged Multifractals: > >>>> > >>> > https://www.internal.pandromeda.com/engineering/musgrave/unsecure/S01_Course_Notes.html > >>>> http://www.ypoart.com/downloads/Musgrave.htm > >>>> http://vterrain.org/Elevation/Artificial/ > >>>> This is a great book on the topic: > >>>> > >>> > http://books.google.com/books/about/Texturing_modeling.html?id=bDlSJd8GfMcC > >>>> Hope this helps. > >>>> -- > >>>> Brennan Rusnell > >>>> > >>>> On Mon, Aug 8, 2011 at 7:22 PM, Joel B <one...@ea...> > wrote: > >>>>> > >>>>> Hello, I'm looking for algorithms for generating 2d terrain from a > side > >>>>> view, like the old Defender game from the 80's, except with mountains > >>> grass, > >>>>> rocks, lakes etc instead of just lines. > >>>>> > >>>>> Here is an example of what I have done in Photoshop: > >>>>> > >>>>> http://img855.imageshack.us/img855/8125/examplelp.png > >>>>> > >>>>> Anyone on this list have some suggestions? It doesn't have to be real > >>>>> time, although that would be interesting too. > >>>>> > >>>>> - Joel > >>>>> > >>>>> > >>> > ------------------------------------------------------------------------------ > >>>>> uberSVN's rich system and user administration capabilities and model > >>>>> configuration take the hassle out of deploying and managing > Subversion > >>> and > >>>>> the tools developers use with it. Learn more about uberSVN and get a > >>> free > >>>>> download at: http://p.sf.net/sfu/wandisco-dev2dev > >>>>> _______________________________________________ > >>>>> GDAlgorithms-list mailing list > >>>>> GDA...@li... > >>>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > >>>>> Archives: > >>>>> > >>> > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > >>>> > >>>> > >>>> > >>> > ------------------------------------------------------------------------------ > >>>> uberSVN's rich system and user administration capabilities and model > >>>> configuration take the hassle out of deploying and managing Subversion > >>> and > >>>> the tools developers use with it. Learn more about uberSVN and get a > free > >>>> download at: http://p.sf.net/sfu/wandisco-dev2dev > >>>> > >>>> _______________________________________________ > >>>> GDAlgorithms-list mailing list > >>>> GDA...@li... > >>>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > >>>> Archives: > >>>> > >>> > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > >>>> > >>> > >>> > >>> > >>> -- > >>> /// // > >>> > >>> > >>> > ------------------------------------------------------------------------------ > >>> uberSVN's rich system and user administration capabilities and model > >>> configuration take the hassle out of deploying and managing Subversion > and > >>> the tools developers use with it. Learn more about uberSVN and get a > free > >>> download at: http://p.sf.net/sfu/wandisco-dev2dev > >>> _______________________________________________ > >>> GDAlgorithms-list mailing list > >>> GDA...@li... > >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > >>> Archives: > >>> > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > >>> > >> > >> > >> > >> -- > >> Megan Fox > >> http://www.glassbottomgames.com/ > > > > > > -- > > Andy Farnell <pad...@ob...> > > > > > ------------------------------------------------------------------------------ > > uberSVN's rich system and user administration capabilities and model > > configuration take the hassle out of deploying and managing Subversion > and > > the tools developers use with it. Learn more about uberSVN and get a free > > download at: http://p.sf.net/sfu/wandisco-dev2dev > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > > ------------------------------------------------------------------------------ > uberSVN's rich system and user administration capabilities and model > configuration take the hassle out of deploying and managing Subversion and > the tools developers use with it. Learn more about uberSVN and get a free > download at: http://p.sf.net/sfu/wandisco-dev2dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
From: Joel B <one...@ea...> - 2011-08-11 16:32:15
|
On Aug 10, 2011, at 8:15 AM, Jacobo Ríos wrote: > Hi Joel, > > Maybe what you're looking for is something like this: > > http://www.dpfiles.com/dpfileswiki/index.php?title=Tricks_of_the_Windows_Game_Programming_Gurus%2C_Chapter_8:_Vector_Rasterization_and_2D_Transformations#Solid_Filled_Polygons > > it's from an old book of Andre LaMothe, in this chapter he described how to rasterize poligons with just a pointer to vram. > > check it out. > > hope it's usefull. ;) > Very nice! |