Code inspiration and rendering resource

FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

Wow, nice find. I've read a lot of their posts on procedural generation and they're really good.
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

@Fluffyfreak: you aught to share this with your programming buddies, pretty cool:
https://blog.acolyer.org/2018/06/19/deb ... inference/
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

Another pretty cool thing from the same blog: natural language search in code.
Here are some representative query results.

“queue an event to be run on the thread” vs “run an event on a thread queue” (both have similar words in the query, but are quite different).

Image
https://blog.acolyer.org/2018/06/26/deep-code-search/

BUT MOST IMPORTANTLY:
"During training, it takes code snippets (methods) and corresponding natural language descriptions (from the method comments) and learns a joint-embedding. I.e., it learns embeddings such that a method description and its corresponding code snippet are both mapped to a similar point in the same shared embedding space."

Thus, you train a machine learning algorithm by assuming code comments describe the code function. Thus: comment the damn code! If not for you, then for your current and future collaborators, and future machine algorithms to be applied to the code base.
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

A talk by Innes McKendrick of Hello Games
https://www.youtube.com/watch?v=RGrtDgQlI-8

Really interesting hearing how they deal with their generation system and changes over time. Lots of good info about visualisation of results.

Oskar Stalberg of Bad North
https://www.youtube.com/watch?v=0bcZb-SsnrA

Talk about Wave Function Collapse for generating things. This is a fascinating technique that produces some really cool results
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

Flight sim, planet renderer, with clouds and atmospheric scattering all done in ShaderToy

https://www.youtube.com/watch?v=v_AIhAfT1FQ

All done in SHADERTOY!!!
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

That was impressive! And nice clouds! I guess the main article for that video has a lot of knowledge to share:
http://www.thetenthplanet.de/archives/4519
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

Maybe something for Fluffyfreak, "Real-Time Grass (and Other Procedural Objects) on Terrain"
http://jcgt.org/published/0004/01/02/
sturnclaw
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Re: Code inspiration and rendering resource

Post by sturnclaw »

Not 100% sure this hasn't been posted here before, but it's an interesting read on clustered shading.
http://www.cse.chalmers.se/~uffe/cluste ... eprint.pdf
sturnclaw
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Re: Code inspiration and rendering resource

Post by sturnclaw »

And this is a very interesting paper (with implementation!) on a fast, PBR-based, clustered forward render, licensed under Apache 2.0. Considering that it runs on mobile devices under GLES3, I think it's more than plenty fast enough to use as a reference implementation for Pioneer's rendering approach. Additionally, the clustered forward shading method will allow us to have plenty of lights in the scene without problems, and there's likely a number of tricks we can "borrow" from them - e.g. proper transparency rendering.
https://google.github.io/filament/Filament.md.html
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