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19 Apr 2024 13:38:04 EDT (-0400)
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From: jr
Subject: Re: Ulam Spiral fun
Date: 10 Mar 2022 11:00:00
Message: <web.622a1fa88a870000ed36e5cb6cde94f1@news.povray.org>
hi,

"Bald Eagle" <cre### [at] netscapenet> wrote:
> ...
> Ah, I get it now.
>
> How about ...

thanks.  will (in part) follow your advice.  (currently trying to work out what
needs to be done at which (range of) frame_number(s)).


regards, jr.


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From: jr
Subject: Re: Ulam Spiral fun
Date: 13 Mar 2022 04:40:00
Message: <web.622dacc68a870000fc0c8de6cde94f1@news.povray.org>
hi,

"Bald Eagle" <cre### [at] netscapenet> wrote:
> ...
> Basically, translate some amount away from the origin (radius), translate your
> camera up, and then rotate.   That ought to be it.

you saved me :-) -- I'd been thinking I might need a spline.  fwiw, updated
sources in p.b.a thread 'USaF'.


regards, jr.


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Attachments:
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usaf_3967.png


 

From: Bald Eagle
Subject: Re: Ulam Spiral fun
Date: 13 Mar 2022 14:05:00
Message: <web.622e312b8a8700001f9dae3025979125@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> hi,
>
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > ...
> > Basically, translate some amount away from the origin (radius), translate your
> > camera up, and then rotate.   That ought to be it.
>
> you saved me :-) -- I'd been thinking I might need a spline.  fwiw, updated
> sources in p.b.a thread 'USaF'.
>
>
> regards, jr.

Well, I mean, a spline is just sort of a function that interpolates between a
set of control points.   You have to generate the control points somehow....

When you can just do it all in one fell swoop with a single function...  or an
algorithmic/programmatic loop...

Glad it's working well.   Maybe you can speed up the generation of the spiral as
it gets bigger to compensate for the "slowing down" - the longer legs of the
edges.  Sorta give it the same angular velocity for the whole animation.


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From: Paolo Gibellini
Subject: Re: Ulam Spiral fun
Date: 15 Mar 2022 13:05:15
Message: <6230c74b$1@news.povray.org>
Il 13/03/2022 09:35, jr ha scritto:
 > hi,
 >
 > "Bald Eagle" <cre### [at] netscapenet> wrote:
 >> ...
 >> Basically, translate some amount away from the origin (radius), 
translate your
 >> camera up, and then rotate.   That ought to be it.
 >
 > you saved me :-) -- I'd been thinking I might need a spline.  fwiw, 
updated
 > sources in p.b.a thread 'USaF'.
 >
 >
 > regards, jr.

Mmm. It could become a sort of pyramid by increasing the z coordinate at 
each corner.

Paolo


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From: jr
Subject: Re: Ulam Spiral fun
Date: 15 Mar 2022 18:40:00
Message: <web.623115408a870000fc0c8de6cde94f1@news.povray.org>
hi,

Paolo Gibellini <p.g### [at] gmailcom> wrote:
> ...
> Mmm. It could become a sort of pyramid by increasing the z coordinate at
> each corner.

:-)  what, like that?

(the camera movement would need reworking, and the increment on each turn should
get progressively larger.  something for a rainy day.)


regards, jr.


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From: Paolo Gibellini
Subject: Re: Ulam Spiral fun
Date: 15 Mar 2022 20:51:05
Message: <62313479$1@news.povray.org>
Il 15/03/2022 23:37, jr ha scritto:
 > hi,
 >
 > Paolo Gibellini <p.g### [at] gmailcom> wrote:
 >> ...
 >> Mmm. It could become a sort of pyramid by increasing the z coordinate at
 >> each corner.
 >
 > :-)  what, like that?
 >
 > (the camera movement would need reworking, and the increment on each 
turn should
 > get progressively larger.  something for a rainy day.)
 >
 >
 > regards, jr.

Yes, something similar

;-)
Paolo


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From: Thomas de Groot
Subject: Re: Ulam Spiral fun
Date: 16 Mar 2022 03:16:18
Message: <62318ec2$1@news.povray.org>
Op 15/03/2022 om 23:37 schreef jr:
> hi,
> 
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> ...
>> Mmm. It could become a sort of pyramid by increasing the z coordinate at
>> each corner.
> 
> :-)  what, like that?
> 

I would go downwards; feels more intuitive for a pyramid ;-)

-- 
Thomas


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From: jr
Subject: Re: Ulam Spiral fun
Date: 16 Mar 2022 11:15:00
Message: <web.6231fee18a870000fc0c8de6cde94f1@news.povray.org>
hi,

Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 15/03/2022 om 23:37 schreef jr:
> > Paolo Gibellini <p.g### [at] gmailcom> wrote:
> >> ...
> >> Mmm. It could become a sort of pyramid by increasing the z coordinate at
> >> each corner.
> >
> > :-)  what, like that?
>
> I would go downwards; feels more intuitive for a pyramid ;-)

oh, I agree, but PG wrote "increasing" :-).  (anyhow, going down would also have
meant having to remove the plane, and then it would all have just "hung in the
void".)


regards, jr.


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From: jr
Subject: Re: Ulam Spiral fun
Date: 27 Mar 2022 19:20:00
Message: <web.6240f0b98a870000fc0c8de6cde94f1@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> ...

using height to show the number of factors of number(s).

code posted in p.b.a.


enjoy, jr.


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From: jr
Subject: Re: Ulam Spiral fun
Date: 27 Mar 2022 19:25:00
Message: <web.6240f11b8a870000fc0c8de6cde94f1@news.povray.org>
"jr" <cre### [at] gmailcom> wrote:
> ...

attached archive contains the scene etc needed to render the spiral to a given
number (use 'declare=N=123' on the command-line), data for up to N=256K
included.
 the code was adapted from the 'USaF' animation code.  the data now includes the
number of factors for every number, and the scene can be switched between
rendering "the line" and rendering cylinders + cones (height == #factors).

requires 'pvars.inc', posted in p.t.scene-files.


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