Code inspiration and rendering resource
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Re: Code inspiration and rendering resource
Wow, nice find. I've read a lot of their posts on procedural generation and they're really good.
Re: Code inspiration and rendering resource
@Fluffyfreak: you aught to share this with your programming buddies, pretty cool:
https://blog.acolyer.org/2018/06/19/deb ... inference/
https://blog.acolyer.org/2018/06/19/deb ... inference/
Re: Code inspiration and rendering resource
Another pretty cool thing from the same blog: natural language search in code.
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.
https://blog.acolyer.org/2018/06/26/deep-code-search/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).
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.
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
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Re: Code inspiration and rendering resource
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
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
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
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!!!
https://www.youtube.com/watch?v=v_AIhAfT1FQ
All done in SHADERTOY!!!
Re: Code inspiration and rendering resource
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
http://www.thetenthplanet.de/archives/4519
Re: Code inspiration and rendering resource
Maybe something for Fluffyfreak, "Real-Time Grass (and Other Procedural Objects) on Terrain"
http://jcgt.org/published/0004/01/02/
http://jcgt.org/published/0004/01/02/
Re: Code inspiration and rendering resource
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
http://www.cse.chalmers.se/~uffe/cluste ... eprint.pdf
Re: Code inspiration and rendering resource
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
https://google.github.io/filament/Filament.md.html