POV-Ray : Newsgroups : povray.binaries.images : mineral blooms (more CA) : Re: mineral blooms (more CA) Server Time
2 Nov 2024 14:18:59 EDT (-0400)
  Re: mineral blooms (more CA)  
From: Paolo Gibellini
Date: 16 Sep 2010 03:10:42
Message: <4c91c2f2$1@news.povray.org>
>stbenge  on date 16/09/2010 01:08 wrote:
> Hi,
>
> I'm always trying to speed up cellular automata simulations, and to that
> end have recently been investigating GLSL hardware shaders. My first
> experience with using shaders was a few month back when I came across
> Milkdrop for Winamp, which lets you write shader code for
> visualizations, among other things. It was very deficient in many
> regards, and in the name of Maximum Speed and Idiot Proofing, provided
> only very limited functionality and a lot of grief.
>
> Just when I thought I was going to have to code everything in C,
> Processing showed up in the scope. I learned there was an OpenGL library
> for it called GLGraphics which supports GLSL operations. Combined with
> Processing's easy-going language and core graphics functions, GLGraphics
> has made certain things a lot easier, not to mention /faster/.
>
> The attached render uses 16-bit data from a CA rule I discovered a while
> back, but am now able to render quickly (roughly 55 fps @ 1024x1024).
> Height values with 16-bit precision were used to make a height_field,
> and a regular color image was used for its pigment.
>
> The translucent effect is an old trick involving two objects:
>
> * Object 1 has a pigment, diffuse reflection, zero brilliance,
> no_shadow, and is double_illuminating.
>
> * Object 2 is slightly offset from object 2. It is transparent, hollow,
> and has absorbing media.
>
> Well anyway, Processing and GLGraphics can obviously be used for more
> than CA. Check it out, it's pretty cool.
>
> http://www.processing.org/
> http://codeanticode.wordpress.com/2010/08/22/glgraphics-0-9-4/
>
> Sam
My! Is very cute!
;-)
Paolo


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